First of all, the Druid hero power sucks. I think most of us can agree on this.
Secondly, Druid kinda got left out of all the hero power shit. I mean, Priest has had Shadowform since classic, and then Hunter got Steamwheedle Sniper, and then TGT brought around Fallen Hero and Charged Hammer along with a bunch of other stuff - but Druid hasn't gotten anything to improve it's wimpy little tap.
So, I present to you:
Balancing detail under the spoiler:
First off, why doesn't it get a second tier like with Shadowform? Well, partially, because that's a lot of text, but also because giving +2/+2 or even +2/+1 or +1/+2 to a minion as a hero power is just too much, even after playing 2 cards. Unlike shadowform, the damage continues to stack, and with Blizzard nerfing removal options, it could easily become a gamebreaker. So, if it can't stack, it should have a body associated with it so you're not wasting a deckslot.
So, how much mana should it cost to get this hero power? Well, it should cost at least 3 (the cost of shadowform) and less than 6 (it's not as powerful as Justicar). 4 seems reasonable since it has a body associated with it, and Druid has ramp, but what about the second time you play the minion? I feel like you should have the opportunity to use it to "refresh" your hero power, like with Shadowform or Vilefin Inquisitor, so I chose to keep it at 3 mana.
And the stats? Well, I have no concrete reasoning here, but I didn't think it should be very far below curve, and once I decided the minion was an "Ironfur", 2/4 made sense - it'll have plenty of opportunities to catch up, especially as a beast.
Neat community creation, but as far as the current druid power "sucking" it is a power that lets you ping for 1 damage which can be valuable. Plus if you need to change your power, just use Sir Finley.
Rollback Post to RevisionRollBack
"Speculation is foolish when the tools of certainty are available." —Cinna, Vedalken Consul
Neat community creation, but as far as the current druid power "sucking" it is a power that lets you ping for 1 damage which can be valuable. Plus if you need to change your power, just use Sir Finley.
No, the Mage HP lets you ping for 1 damage. The Druid HP does a lot of things, but does none of them particularly well - which fits perfectly with the Druid archetype. I'm not saying Druid's default HP needs a buff or anything, and I don't intend for my creation to be an every-deck card. But it gives you an option. For if you want a less sucky hero power.
(Yes, Sir Finnley also gives you that option. But it doesn't give power up your HP like the other cards I mentioned above.)
I didn't say the Druid HP is useless. It absolutely can be valuable. But compared to other HPs, it sucks. Actually, possibly more than I'd like to see something like this brought into the game, I'd like to see more Druid cards that make the Druid HP more viable as it is. But I didn't want to design those cards. I wanted to design this card. I don't understand the need for your backhanded compliment.
First of all, the Druid hero power sucks. I think most of us can agree on this.
Secondly, Druid kinda got left out of all the hero power shit. I mean, Priest has had Shadowform since classic, and then Hunter got Steamwheedle Sniper, and then TGT brought around Fallen Hero and Charged Hammer along with a bunch of other stuff - but Druid hasn't gotten anything to improve it's wimpy little tap.
So, I present to you:
Balancing detail under the spoiler:
First off, why doesn't it get a second tier like with Shadowform? Well, partially, because that's a lot of text, but also because giving +2/+2 or even +2/+1 or +1/+2 to a minion as a hero power is just too much, even after playing 2 cards. Unlike shadowform, the damage continues to stack, and with Blizzard nerfing removal options, it could easily become a gamebreaker. So, if it can't stack, it should have a body associated with it so you're not wasting a deckslot.
So, how much mana should it cost to get this hero power? Well, it should cost at least 3 (the cost of shadowform) and less than 6 (it's not as powerful as Justicar). 4 seems reasonable since it has a body associated with it, and Druid has ramp, but what about the second time you play the minion? I feel like you should have the opportunity to use it to "refresh" your hero power, like with Shadowform or Vilefin Inquisitor, so I chose to keep it at 3 mana.
And the stats? Well, I have no concrete reasoning here, but I didn't think it should be very far below curve, and once I decided the minion was an "Ironfur", 2/4 made sense - it'll have plenty of opportunities to catch up, especially as a beast.
Check out my submission to this week's card design contest! (4.03)
Neat community creation, but as far as the current druid power "sucking" it is a power that lets you ping for 1 damage which can be valuable. Plus if you need to change your power, just use Sir Finley.
"Speculation is foolish when the tools of certainty are available." —Cinna, Vedalken Consul
Check out my submission to this week's card design contest! (4.03)