With Food Chain being "When this enters the battlefield, you may destroy target friendly creature. If you do, Do X".
Sacrificing a creature is something that is desperately needed for Deathrattle decks to work very well, and I think with Sylvanus' being rotated we're going to see something like this.
This mechanic is the kind of thing that is the problem and it also is hard to make work with traditional hearthstone mechanics, you have to have a choice not to sacrifice. This kind of card would build off of playing on curve and if you got it off it would be a power play and if you didn't the minion is ok. That kind of effect is why hearthstone is toxic right now and I hope they don't implement a mechanic like that. They need minions that are either ok always like azure drake though possibly slightly worse or are amazing with big drawbacks. There needs to be a cost to having a power play on turn 1 or 2 and while killing a minion is a cost there are enough minions with deathrattles or that summon things and so on that this would be either good enough to be insane or be an insane card in arena.
Rollback Post to RevisionRollBack
Just fill your deck with one drops, that is creative deck design, right?
I'm not sure you understand how broken this card would be. Amazing with Alley Cat or any Deathrattle.
This is an interesting mechanic that seems like it's going to be used at some point but they would have to be more creative than that. The only problem is that here are limits, because with the current implementation of the game they can't have a card like this and have it gain an effect that targets, because you can't have one card target twice. We would end up seeing either the mechanic target a random minion, or have the effect be random, neither of which sounds that great.
Side note: card should say "Give this minion +2 Health" based on other cards with a similar effect.
This mechanic is the kind of thing that is the problem and it also is hard to make work with traditional hearthstone mechanics, you have to have a choice not to sacrifice. This kind of card would build off of playing on curve and if you got it off it would be a power play and if you didn't the minion is ok. That kind of effect is why hearthstone is toxic right now and I hope they don't implement a mechanic like that. They need minions that are either ok always like azure drake though possibly slightly worse or are amazing with big drawbacks. There needs to be a cost to having a power play on turn 1 or 2 and while killing a minion is a cost there are enough minions with deathrattles or that summon things and so on that this would be either good enough to be insane or be an insane card in arena.
There's nothing saying that it can't be a 6/6 for 6 mana that gains Taunt if it Food Chains something. I just posted a card that was easy to understand what the mechanic did, nothing more.
A 3/4 for any class with a decent 1 drop would be pretty good. Speaking of.....
I'm not sure you understand how broken this card would be. Amazing with Alley Cat or any Deathrattle.
This is an interesting mechanic that seems like it's going to be used at some point but they would have to be more creative than that. The only problem is that here are limits, because with the current implementation of the game they can't have a card like this and have it gain an effect that targets, because you can't have one card target twice. We would end up seeing either the mechanic target a random minion, or have the effect be random, neither of which sounds that great.
Side note: card should say "Give this minion +2 Health" based on other cards with a similar effect.
How would this card work any differently than "You may target a friendly creature and return it to it's hand" like what Gadgetzan Ferryman has? Just play him, target an allied minion, kill it, get the buff. If you're talking about an effect that targets at random if you Food Chain something, then it wouldn't be any worse than Bomb Lobber.
Also, heaven help us if the class that's supposed to be Deathrattle centric has a good card for getting sacrifice triggers as well :P Also, not trying to say THIS card would be printable, but it's easy to understand how the mechanic works.
Kazakus can rez tons of minions, we know there are going to be Deathrattle centric cards in the next expansion, and the best thing you can do to make Deathrattle better than they are is actively being able to sacrifice creatures you control. It doesn't help that we got some ridiculous Deathrattle cards in the form of Rat Pack, Mistress of Mixtures, White Eyes, and most damning of all; Sergeant Sally. Sally is a card that screams "I'm going to mesh with the next set" to me.
No one really wants deathrattles to come back, they just think that. Sticky minions are so horrible. I like the mechanic though, maybe gain 2 attack instead of 2 health would be better.
It would be quite interesting if they decided to implement a mechanic similar to this. That being said, the "you MAY destroy" part is something Blizzard hasn't really explored. For example the "return a friendly minion to your hand" mechanic didn't really give you options.
A variation of the mechanic where you MUST destroy a friendly minion (Void Terror anyone?) in order to access the second part of the ability is also a possibility that would make room for some interesting synergies. Deathrattle decks could certainly benefit from it but it doesn't mean they would be the only ones. If the minion that you sacrifice does not matter maybe it would enable zoo or token decks to feed smaller minions to enable huge effects. Or perhaps you could have the effect that would heavily depend on the sacrificed minion? Maybe something like: "Food Chain: Gain targeted minions effect" on a 6 mana 5/6 body. That would enable you to proc a deathrattle twice, which is something we have already seen on Unearthed Raptor (which is coincidentally rotating out). But it doesn't stop there. Why not use it on something like acolyte of pain or another minion with a weak body with a decent effect?
I don't see why people think a mechanic like this would be overpowered. Void Terror works the same way, and you don't see it destroying the meta.
the problem is Void Terror was a 3/3 for three that makes you lose the effects of other cards when you think about it, I don't think any of these cards would be op (patches), but meta defining (any dragon).
What's he's proposing is a mechanic that works exactly the same way, regardless of what the card costs or it's base stats are. As long as the designers didn't go too nuts with the possible effects this sort of mechanic could be very well balanced, especially when you figure that whatever they end up putting in the next few sets is going to have to be capable of handling the Jade and goons mechanics. Remember, in just a few more weeks a lot of deck archetypes are going to lose their key cards, and I think at that point Jade and handbuff decks are going to become a lot more common on the ladder.
If you mean what I'd like to see: cool beast and dinosaurs that synergize with each other in the mid-lategame to provide fun effects, like joining together or summoning "cool" better versions of themselves or devouring your opponent's minion to heal yourself/themselves.
If you mean what I expect, more bullshit 1mana minions and overstatted cards, no depth, no synergy, just face and stat value. Probably a bunch of filler cards and legendaries to bloat the 140 card expansion with very few actually playable.
Also I totally expect the "freed design space" to see no use whatsoever, and absolutely no recoup cards for what we lose in the rotation.
I think this could be more interesting, if player can't sacrifice ANY creature, but for example that costs X mana or mor, so you can have bigger effects for bigger sacrifices.
Text could be: Food Chain (X): Do something
Well, I was thinking of a 4 mana 4/4, but if you could Food Chain something and reduce it by three mana, but I dunno how you would word/program that so that you can somehow reduce the cost *after* casting it.
I mean, it could refund the mana, which means it would be a huge tempo play, but it won't allow you to put the minion out faster.
With Food Chain being "When this enters the battlefield, you may destroy target friendly creature. If you do, Do X".
Sacrificing a creature is something that is desperately needed for Deathrattle decks to work very well, and I think with Sylvanus' being rotated we're going to see something like this.
seems boring but I do wonder if they will introduce a new mechanic to the game.
This mechanic is the kind of thing that is the problem and it also is hard to make work with traditional hearthstone mechanics, you have to have a choice not to sacrifice. This kind of card would build off of playing on curve and if you got it off it would be a power play and if you didn't the minion is ok. That kind of effect is why hearthstone is toxic right now and I hope they don't implement a mechanic like that. They need minions that are either ok always like azure drake though possibly slightly worse or are amazing with big drawbacks. There needs to be a cost to having a power play on turn 1 or 2 and while killing a minion is a cost there are enough minions with deathrattles or that summon things and so on that this would be either good enough to be insane or be an insane card in arena.
Just fill your deck with one drops, that is creative deck design, right?
This isn't actually too bad a card. It's basically just a totem golem that makes you sacrifice a creature instead of overloading.
I'm not sure you understand how broken this card would be. Amazing with Alley Cat or any Deathrattle.
This is an interesting mechanic that seems like it's going to be used at some point but they would have to be more creative than that. The only problem is that here are limits, because with the current implementation of the game they can't have a card like this and have it gain an effect that targets, because you can't have one card target twice. We would end up seeing either the mechanic target a random minion, or have the effect be random, neither of which sounds that great.
Side note: card should say "Give this minion +2 Health" based on other cards with a similar effect.
No one really wants deathrattles to come back, they just think that. Sticky minions are so horrible. I like the mechanic though, maybe gain 2 attack instead of 2 health would be better.
It would be quite interesting if they decided to implement a mechanic similar to this. That being said, the "you MAY destroy" part is something Blizzard hasn't really explored. For example the "return a friendly minion to your hand" mechanic didn't really give you options.
A variation of the mechanic where you MUST destroy a friendly minion (Void Terror anyone?) in order to access the second part of the ability is also a possibility that would make room for some interesting synergies. Deathrattle decks could certainly benefit from it but it doesn't mean they would be the only ones. If the minion that you sacrifice does not matter maybe it would enable zoo or token decks to feed smaller minions to enable huge effects. Or perhaps you could have the effect that would heavily depend on the sacrificed minion? Maybe something like: "Food Chain: Gain targeted minions effect" on a 6 mana 5/6 body. That would enable you to proc a deathrattle twice, which is something we have already seen on Unearthed Raptor (which is coincidentally rotating out). But it doesn't stop there. Why not use it on something like acolyte of pain or another minion with a weak body with a decent effect?
I don't see why people think a mechanic like this would be overpowered. Void Terror works the same way, and you don't see it destroying the meta.
playing wild
~nomad
What's he's proposing is a mechanic that works exactly the same way, regardless of what the card costs or it's base stats are. As long as the designers didn't go too nuts with the possible effects this sort of mechanic could be very well balanced, especially when you figure that whatever they end up putting in the next few sets is going to have to be capable of handling the Jade and goons mechanics. Remember, in just a few more weeks a lot of deck archetypes are going to lose their key cards, and I think at that point Jade and handbuff decks are going to become a lot more common on the ladder.
Depends.
If you mean what I'd like to see: cool beast and dinosaurs that synergize with each other in the mid-lategame to provide fun effects, like joining together or summoning "cool" better versions of themselves or devouring your opponent's minion to heal yourself/themselves.
If you mean what I expect, more bullshit 1mana minions and overstatted cards, no depth, no synergy, just face and stat value. Probably a bunch of filler cards and legendaries to bloat the 140 card expansion with very few actually playable.
Also I totally expect the "freed design space" to see no use whatsoever, and absolutely no recoup cards for what we lose in the rotation.
Seems pretty aggro to me
Sacrifice your patches after turn one and get a 2 mana 5/4