Ok, first off, this is a personal kind of thing. Please don't look at this (YET), as I have realized I have trouble updating stuff at certain times. I'm just going to put up any ideas that come to me, at any time. It's not gonna look pretty though.
Just don't look at this.
Please.
Cherry on top and everything.
The new mechanic is still in the making, but the Omega and Project mechanics will be continued (with different names, as those were robotics-related).
My ideas for the mechanic (or mechanics) are:
Overkill: This effect triggers whenever the minion or spell with this effect "overkills", or damages a character and does more damage than necessary. This effect might also trigger when it doesn't kill a minion, or maybe when it kills a minion with the exact amount of damage.
Shield: This keyword blocks any enemy keywords that trigger when a minion attacks it. Lance, Lifesteal, Deathrattle, Secrets, and Divine Shield are all ignored, but it also blocks the losses of the Divine Shield and Stealth itself, while they take the damage. This kind of makes sense, as when you drop behind a shield, you can't see who's there, and so the Stealth isn't lost.
Stall: I already deleted this keyword because I saw someone else using it, but brought it back because I thought it could actually work. Stall effects trigger before the "end of turn" and after you press the end turn button, if a minion doesn't attack.
Ambush: This effect triggers only after the minion, on which this keyword is, attacks. Kind of like a Battlecry, but it only triggers later, after or when the minion first attacks. The effects can differ.
Warrior:
Warrior is going to be introducing Self-Damage Warrior with a new Quest! This Quest is going to be completed by reducing 10 minions to exactly one health.
The cool thing about this is that I CAN CHOOSE if players can overkill with cards like Loose Specimen and not trigger the Quest progress, or just have the Quest progress and then damage it again - somehow. Remember Commanding Shout? Here you go - it's back in meta!
There are going to be minions with Enrage, Whenever dealt damage minions, RNG possible self damage, Blackhowl Gunspire(especially), and other stuff.
Warrior Mecha'thun is still here, better than ever! A lot of the cards used to help out are Neutral, so go over there to check it out.
Mech Warrior also becomes powerful, with the new legendary - 7 4/4 - give all Mechs in your hand Magnetic. Quite powerful, as not all Mechs have the special keyword, but weak as you waste a turn on summoning a 4/4.
Shaman:
Shaman! The focus here is - currently - on tokens! Shaman's quest has you playing 8 Tokens to get a card that fills your hand with the tokens you played, AND lowering their costs to 0! (The Coin doesn't count as a token, but does get added to hand!)
New Archetype: Token Shaman
How is this powerful? Well, for one, if you go second you can get The Coin from it, which is a pretty powerful card all by itself! And a hand refill is pretty good. But with the addition of a few other cards, you can get OTK's with Shudderwock, Grumble, Worldshaker and possibly even Mecha'thun!
Shudderwock is also receiving some mass love, as there is a new card in town. It's a 2 1/1 Spell Damage -1 Battlecry: gain Spell damage +3 this turn only.
You can see how that would be powerful, right?
Second Archetype: Merge Shaman
Merge Shaman will be a little like Murloc Shaman, in the sense that the deck overflows the opponent with minions - in this case, Totems.
The main idea is that your totems connecting together gives them buffs other than stats. So for example:
5m 0/3 Totem Merge Lifesteal: At the end of your turn. deal damage equal to this minion's health randomly split amongst all enemy minions.
7m Totem Merge: Battlecry: Summon 2 copies of this minion. Give them Rush.
and whatnot, but just as examples.
There are going to be a lot of low attack Merge Totems. that's why I said the effects are going to be the most powerful in this one. This deck might also benefit a little from Silencing your own minions, although I'm still not sure.
Rogue:
Trickery's Spell and Admiral Eliza are value cards, but both of them could be used as more than value using a few tricks.
For one, Trick Spell can be used as some really major Mill, using huge minions that generate card draw - usually more than enough card draw - and putting them into your opponent's hand. Meaning your opponent can only play 2 or 3 cards each turn. However, the Inspire part makes it more interesting, as your opponent can now choose if he wants to lose his Hero Power and part of his deck, or to give his board advantage to you. Interesting little trick, but it might be a little weak.
Admiral Eliza also works out interestingly. Notice her text - destroy two adjacent minions, right? Normally you think - great removal, yeah! But resummoning minions means that you can also get even more value - your opponent wants to get rid of it quick.
But instead of lucking out, instead you can return it to your hand, possibly kill another pair, and then play Alarm-o-Bot. Alarm-o-Bot triggers (first, just because) and Eliza is brought back, alive.
Instead of checking to see if it has died recently, the game checks to see if it's on board. And technically, since it hasn't died, the effect should trigger. Maybe in the real game she would be worded differently, but it seems ok this way.
Second Archetype: Fatigue Rogue
This archetype is an interesting fatigue-themed deck, but instead of milling the damage, you draw the fatigue cards selectively and benefit - sometimes taking damage, sometimes not. I'll upload images later, but here's the main concepts (for now):
Bottled Void - Both players draw a fatigue card.
When a player draws a fatigue card, attack the player's hero.
When a player plays a spell, that player draws a fatigue card.
Draw a fatigue card. Deal damage equal to the number of damage you took from it to all enemy minions.
Shuffle a fatigue card into your deck?
Quest: take fatigue damage? Although it might be both a bit too easy or too hard, because of how easy it is to draw fatigue, but how hard it is to survive. Survive has to basically mean instant win, which isn't Rogue's playstyle.
10m Hero Card: At the end of each turn, you draw an extra card. Hero Power: Discover a spell in your deck. Balanced, goes together, and fits in a lot of decks, especially Fatigue and Spell Damage (for more Fan of Knives, Eviscerate, and Bottled Void).
Sorry for being a little selective - Rogue is my favorite class.
Paladin
This is a pretty cool archetype I found interesting - Control Dragon Paladin, but on a whole new level. The hero itself is 10 mana, gain 6 armor, draw a dragon whenever you need one. But the hero power really hits it off.
This is a pretty powerful card, but it rests on the fact that there aren't any cheap dragons yet, and only 1 health for each, even at the maximum of 7, is kind of low. The fun begins with CRYSTALSMITH KANGOR, and I'm sure, if this ever came out, the community would break the game with this.
This would really rock in Wild, considering how many dragons there possibly can be played. I'm considering to change this to passive and at the end of your turn, plus no Whelp summoning.
I also want to do something similar to Master Oakheart, but a little more interesting and I'd fancy cheaper. Dragons could be related to it, and you could get some mass healing of that.
Hunter
This is my least played class, and I usually have some trouble with Hunter. I haven't played any of the powerful decks yet, but I know for sure that deathrattle decks are going to suffer massively from the rotate to Wild.
Carnivorous Cube, Void Ripper, Devilsaur Egg, Prince Keleseth and Terrorscale Stalker all rotate out. That's pretty much the whole of Deathrattle Hunter. I'd like to give Hunter the Deathrattle streak back, but I don't know how - through Face Hunter? Spell Hunter? For now, I'll use both.
Some new secrets:
After a friendly minion is killed, deal that minion's damage to the attacker.
Druid:
Treant Druid! WOOHOO
What's up with this class? Treants, more Treants, Sticky Treants, Buffed Treants, Treant Value, Treant Deathrattles, Treant Immunity, Treant Quest, Treant Tribe, AND MORE
Thing is, it's not going to be based around the Treants exactly. It's going to be based around destroying your opponent by destroying your own Treants. And it's going to be better than Treant Druid because people are going to get some kind of really good defense against Savage Roar, and possibly also against Wispering Woods.
Interested?
Quest: Destroy 7 of your own Treants (using spells and whatnot, not by killing them off). Reward: resummon them with some kind of buff - Deathrattle buff is a good idea.
1st Legendary: Take your opponents leftover mana crystals and transform them into mana treants (for your opponent). Pretty much the standard Quest help. Also, maybe it gives mana back to you instead?
Mana Thievery!
Millhouse Manastorm should also be somehow used. Maybe stuff like your opponents spells cost 1 more than their original cost? It's a combo idea.
Warlock
Basically, this is supposed to work with Sacrificial Pact and Dark Pact, which are pretty much going to be massively produced. The deck can still run some form of Healock, but it's very vague - now that Happy Ghoul cycles out. The best shot for this is with demons - and Mecha'thun.
Mecha'thun will be given some special attention, as Bloodbloom rotates out. What exactly happens is you cast a spell (or play a minion, haven't decided) that "corrupts" a Demon - so that it dies at the end of your turn. You give the minion to your opponent in some way, corrupt it, and at the end of your turn it either goes back to your side of the board, or it instead triggers for you.
Also, who likes the pun?
Possibly some kind of Legendary health-back weapon: Every time you kill a minion, give your minions lifesteal? Looks cool. Or maybe temporary immunity? The Boomsday Warlock cards, like the Nethersoul Buster, wouldn't work with immunity, and Bloodbloom rotates out.
Mage
Perfect Spell Damage minion. Could work really well in Aggro Mage - a lot like Bloodlust, but it has more potential. This next one is pretty different though...
A 5 2/2 weapon, which is seemingly pretty bad, but you get to attack with it every turn. Big idea? Odd Secret Mage. In those decks, this could be really powerful - You could attack with this weapon each turn, plus use the hero power and the 3 mana secrets. Even if it was destroyed, it would still be powerful!
Second Archetype: Bounce Mage
Mage has a new spell - it makes a minion on the board permanently cost 0. What this does is create a bunch of really sick bouncing opportunities, especially with high value cards like Alexstraza or
Cards: Still Working :D
Draw a card. Play it.
Reduce the cost of all minions in hand by 1.
Choose a minion. That minion permanently costs 0.
Priest:
Priest focuses on playing multiple quests at once. This is gained through cards that instantly progress your quest and (basically) creating separate decks inside your original. These are achieved through cards like quest versions of Blink Fox, and Discover cards. Bring back Quests! Literally!
Priest's Quest - play 2 other quests. Catchy, right?
Legendary: Replay any Quests you have completed. They are now 1 progress point away from completion.
Discover a Quest (from a random class). It costs 1 more.
Neutral:
Some neutral cards that light up the sky for the others!
The best way to actually do something well is have no idea what you're doing. Then what you're doing will become what you have no idea you're doing, at which point since you're doing what you're doing without knowing what you're doing you're doing what you're doing without knowing you're doing it.
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Ok, first off, this is a personal kind of thing. Please don't look at this (YET), as I have realized I have trouble updating stuff at certain times. I'm just going to put up any ideas that come to me, at any time. It's not gonna look pretty though.
Just don't look at this.
Please.
Cherry on top and everything.
The new mechanic is still in the making, but the Omega and Project mechanics will be continued (with different names, as those were robotics-related).
My ideas for the mechanic (or mechanics) are:
Overkill: This effect triggers whenever the minion or spell with this effect "overkills", or damages a character and does more damage than necessary. This effect might also trigger when it doesn't kill a minion, or maybe when it kills a minion with the exact amount of damage.
Shield: This keyword blocks any enemy keywords that trigger when a minion attacks it. Lance, Lifesteal, Deathrattle, Secrets, and Divine Shield are all ignored, but it also blocks the losses of the Divine Shield and Stealth itself, while they take the damage. This kind of makes sense, as when you drop behind a shield, you can't see who's there, and so the Stealth isn't lost.
Stall: I already deleted this keyword because I saw someone else using it, but brought it back because I thought it could actually work. Stall effects trigger before the "end of turn" and after you press the end turn button, if a minion doesn't attack.
Ambush: This effect triggers only after the minion, on which this keyword is, attacks. Kind of like a Battlecry, but it only triggers later, after or when the minion first attacks. The effects can differ.
Warrior:
Warrior is going to be introducing Self-Damage Warrior with a new Quest! This Quest is going to be completed by reducing 10 minions to exactly one health.
The cool thing about this is that I CAN CHOOSE if players can overkill with cards like Loose Specimen and not trigger the Quest progress, or just have the Quest progress and then damage it again - somehow. Remember Commanding Shout? Here you go - it's back in meta!
There are going to be minions with Enrage, Whenever dealt damage minions, RNG possible self damage, Blackhowl Gunspire(especially), and other stuff.
Warrior Mecha'thun is still here, better than ever! A lot of the cards used to help out are Neutral, so go over there to check it out.
Mech Warrior also becomes powerful, with the new legendary - 7 4/4 - give all Mechs in your hand Magnetic. Quite powerful, as not all Mechs have the special keyword, but weak as you waste a turn on summoning a 4/4.
Shaman:
Shaman! The focus here is - currently - on tokens! Shaman's quest has you playing 8 Tokens to get a card that fills your hand with the tokens you played, AND lowering their costs to 0! (The Coin doesn't count as a token, but does get added to hand!)
New Archetype: Token Shaman
How is this powerful? Well, for one, if you go second you can get The Coin from it, which is a pretty powerful card all by itself! And a hand refill is pretty good. But with the addition of a few other cards, you can get OTK's with Shudderwock, Grumble, Worldshaker and possibly even Mecha'thun!
Existing Archetype Addition: Shudderwock (Spell Damage)
Shudderwock is also receiving some mass love, as there is a new card in town. It's a 2 1/1 Spell Damage -1 Battlecry: gain Spell damage +3 this turn only.
You can see how that would be powerful, right?
Second Archetype: Merge Shaman
Merge Shaman will be a little like Murloc Shaman, in the sense that the deck overflows the opponent with minions - in this case, Totems.
The main idea is that your totems connecting together gives them buffs other than stats. So for example:
5m 0/3 Totem Merge Lifesteal: At the end of your turn. deal damage equal to this minion's health randomly split amongst all enemy minions.
7m Totem Merge: Battlecry: Summon 2 copies of this minion. Give them Rush.
and whatnot, but just as examples.
There are going to be a lot of low attack Merge Totems. that's why I said the effects are going to be the most powerful in this one. This deck might also benefit a little from Silencing your own minions, although I'm still not sure.
Rogue:
Trickery's Spell and Admiral Eliza are value cards, but both of them could be used as more than value using a few tricks.
For one, Trick Spell can be used as some really major Mill, using huge minions that generate card draw - usually more than enough card draw - and putting them into your opponent's hand. Meaning your opponent can only play 2 or 3 cards each turn. However, the Inspire part makes it more interesting, as your opponent can now choose if he wants to lose his Hero Power and part of his deck, or to give his board advantage to you. Interesting little trick, but it might be a little weak.
Admiral Eliza also works out interestingly. Notice her text - destroy two adjacent minions, right? Normally you think - great removal, yeah! But resummoning minions means that you can also get even more value - your opponent wants to get rid of it quick.
But instead of lucking out, instead you can return it to your hand, possibly kill another pair, and then play Alarm-o-Bot. Alarm-o-Bot triggers (first, just because) and Eliza is brought back, alive.
Instead of checking to see if it has died recently, the game checks to see if it's on board. And technically, since it hasn't died, the effect should trigger. Maybe in the real game she would be worded differently, but it seems ok this way.
Second Archetype: Fatigue Rogue
This archetype is an interesting fatigue-themed deck, but instead of milling the damage, you draw the fatigue cards selectively and benefit - sometimes taking damage, sometimes not. I'll upload images later, but here's the main concepts (for now):
Bottled Void - Both players draw a fatigue card.
When a player draws a fatigue card, attack the player's hero.
When a player plays a spell, that player draws a fatigue card.
Draw a fatigue card. Deal damage equal to the number of damage you took from it to all enemy minions.
Shuffle a fatigue card into your deck?
Quest: take fatigue damage? Although it might be both a bit too easy or too hard, because of how easy it is to draw fatigue, but how hard it is to survive. Survive has to basically mean instant win, which isn't Rogue's playstyle.
10m Hero Card: At the end of each turn, you draw an extra card. Hero Power: Discover a spell in your deck. Balanced, goes together, and fits in a lot of decks, especially Fatigue and Spell Damage (for more Fan of Knives, Eviscerate, and Bottled Void).
Sorry for being a little selective - Rogue is my favorite class.
Paladin
This is a pretty cool archetype I found interesting - Control Dragon Paladin, but on a whole new level. The hero itself is 10 mana, gain 6 armor, draw a dragon whenever you need one. But the hero power really hits it off.
This is a pretty powerful card, but it rests on the fact that there aren't any cheap dragons yet, and only 1 health for each, even at the maximum of 7, is kind of low. The fun begins with CRYSTALSMITH KANGOR, and I'm sure, if this ever came out, the community would break the game with this.
This would really rock in Wild, considering how many dragons there possibly can be played. I'm considering to change this to passive and at the end of your turn, plus no Whelp summoning.
I also want to do something similar to Master Oakheart, but a little more interesting and I'd fancy cheaper. Dragons could be related to it, and you could get some mass healing of that.
Hunter
This is my least played class, and I usually have some trouble with Hunter. I haven't played any of the powerful decks yet, but I know for sure that deathrattle decks are going to suffer massively from the rotate to Wild.
Carnivorous Cube, Void Ripper, Devilsaur Egg, Prince Keleseth and Terrorscale Stalker all rotate out. That's pretty much the whole of Deathrattle Hunter. I'd like to give Hunter the Deathrattle streak back, but I don't know how - through Face Hunter? Spell Hunter? For now, I'll use both.
Some new secrets:
After a friendly minion is killed, deal that minion's damage to the attacker.
Druid:
Treant Druid! WOOHOO
What's up with this class? Treants, more Treants, Sticky Treants, Buffed Treants, Treant Value, Treant Deathrattles, Treant Immunity, Treant Quest, Treant Tribe, AND MORE
Thing is, it's not going to be based around the Treants exactly. It's going to be based around destroying your opponent by destroying your own Treants. And it's going to be better than Treant Druid because people are going to get some kind of really good defense against Savage Roar, and possibly also against Wispering Woods.
Interested?
Quest: Destroy 7 of your own Treants (using spells and whatnot, not by killing them off). Reward: resummon them with some kind of buff - Deathrattle buff is a good idea.
1st Legendary: Take your opponents leftover mana crystals and transform them into mana treants (for your opponent). Pretty much the standard Quest help. Also, maybe it gives mana back to you instead?
Mana Thievery!
Millhouse Manastorm should also be somehow used. Maybe stuff like your opponents spells cost 1 more than their original cost? It's a combo idea.
Warlock
Basically, this is supposed to work with Sacrificial Pact and Dark Pact, which are pretty much going to be massively produced. The deck can still run some form of Healock, but it's very vague - now that Happy Ghoul cycles out. The best shot for this is with demons - and Mecha'thun.
Mecha'thun will be given some special attention, as Bloodbloom rotates out. What exactly happens is you cast a spell (or play a minion, haven't decided) that "corrupts" a Demon - so that it dies at the end of your turn. You give the minion to your opponent in some way, corrupt it, and at the end of your turn it either goes back to your side of the board, or it instead triggers for you.
Also, who likes the pun?
Possibly some kind of Legendary health-back weapon: Every time you kill a minion, give your minions lifesteal? Looks cool. Or maybe temporary immunity? The Boomsday Warlock cards, like the Nethersoul Buster, wouldn't work with immunity, and Bloodbloom rotates out.
Mage
Perfect Spell Damage minion. Could work really well in Aggro Mage - a lot like Bloodlust, but it has more potential. This next one is pretty different though...
A 5 2/2 weapon, which is seemingly pretty bad, but you get to attack with it every turn. Big idea? Odd Secret Mage. In those decks, this could be really powerful - You could attack with this weapon each turn, plus use the hero power and the 3 mana secrets. Even if it was destroyed, it would still be powerful!
Second Archetype: Bounce Mage
Mage has a new spell - it makes a minion on the board permanently cost 0. What this does is create a bunch of really sick bouncing opportunities, especially with high value cards like Alexstraza or
Cards: Still Working :D
Draw a card. Play it.
Reduce the cost of all minions in hand by 1.
Choose a minion. That minion permanently costs 0.
Priest:
Priest focuses on playing multiple quests at once. This is gained through cards that instantly progress your quest and (basically) creating separate decks inside your original. These are achieved through cards like quest versions of Blink Fox, and Discover cards. Bring back Quests! Literally!
Priest's Quest - play 2 other quests. Catchy, right?
Legendary: Replay any Quests you have completed. They are now 1 progress point away from completion.
Discover a Quest (from a random class). It costs 1 more.
Neutral:
Some neutral cards that light up the sky for the others!
2 1/1 Spell Damage -1 Battlecry: +3 Spell Damage this turn only.
Legendary: Start of Game: if you have a Quest in your deck, Upgrade your Hero Power until you draw it.
Put a copy of all cards in your opponent's hand on the bottom of your deck. Don't reveal the cards shuffled in.
Legendary: Start of Game: Shuffle a copy of your opponent's deck into yours. Increase the cost of all cards shuffled in by 1 mana.
Discover a zero cost spell. It costs 1.
Battlecry: Play adjacent cards. (Battlecries don't trigger. Spells cast randomly.)
More coming up!
The best way to actually do something well is have no idea what you're doing. Then what you're doing will become what you have no idea you're doing, at which point since you're doing what you're doing without knowing what you're doing you're doing what you're doing without knowing you're doing it.