After a yet another defeat to a Pirate Warrior I've started thinking about a card that could counter that deck consistently, which would however have some serious drawbacks to avoid becoming an auto-include.
So let me introduce the "Early Tide" to you. It's an epic because I thought it shouldn't happen much in Arena. It's my first card creation ever so I expect many things might have gone wrong with it... I'd be happy to hear your thoughts.
EDIT: Of course, I've just realised I've created a neutral spell... Maybe it could be Druid? It doesn't suffer after you play ramp cards so it could help in some more control versions.
To me, this feels more like a Shaman or Warlock card because of the risk/payoff ordeal but it kinda fits Druid.
I like the card a lot in concept since it falls in line with cards like Emerald Hive Queen. But realistically I don't think the implementation is all that great. It basically encourages you to do nothing until the opposing deck has invested enough into the board. If the opponent is an aggro deck, then this line of play will stabilize the game if drawn. For the card to be efficient, you cannot play more than 4 cards in the game. So while you may clear the board, a non-aggro opponent may develop themselves in other ways (e.g. have secrets up, cards drawn, quest progress) while you've done almost nothing.
What I believe would be better while still being in spirit would be to make it 2 mana and read "Costs (4) more if you control 2 or more minions". That way a control deck can play the card but still use spells and have something on board to leverage threats. This iteration still seems mildly broken when compared to cards like Excavated Evil and Volcanic Potion which serve similar functions, but at least it makes the card less "I'm only playable turns 1-3".
If it keeps that mechanic, it needs a mana cap so it can't cost more than 4. It's too big a risk to have a card that would be unplayable midgame and later.
After a yet another defeat to a Pirate Warrior I've started thinking about a card that could counter that deck consistently, which would however have some serious drawbacks to avoid becoming an auto-include.
So let me introduce the "Early Tide" to you. It's an epic because I thought it shouldn't happen much in Arena. It's my first card creation ever so I expect many things might have gone wrong with it... I'd be happy to hear your thoughts.
EDIT: Of course, I've just realised I've created a neutral spell... Maybe it could be Druid? It doesn't suffer after you play ramp cards so it could help in some more control versions.
Great Idea, Druid needs an early game AOE desperately to counter aggro. Probably change the name though. Like Spring Torrent or something. Tide make me think of shamans and murlocs.
1 mana 1/1 minion for warlock that says cast a [whatever the name is] Effect to take 2 dmg an deal 1 dmg to all enemy minions, 4 dmg to deal 2 and 6 dmg to deal 3.
Obviously the card text would just be battlecry: Cast a [X] effect to simplify it, kind of like kalimos. Just for an anti aggro warlock card.
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Hi All!
After a yet another defeat to a Pirate Warrior I've started thinking about a card that could counter that deck consistently, which would however have some serious drawbacks to avoid becoming an auto-include.
So let me introduce the "Early Tide" to you. It's an epic because I thought it shouldn't happen much in Arena. It's my first card creation ever so I expect many things might have gone wrong with it... I'd be happy to hear your thoughts.
EDIT: Of course, I've just realised I've created a neutral spell... Maybe it could be Druid? It doesn't suffer after you play ramp cards so it could help in some more control versions.
Auto squelch. That's all I'm asking for.
Interesting Idea! However, this card needs to be modified, it is too op now.
(Comment added to the original post)
Auto squelch. That's all I'm asking for.
To me, this feels more like a Shaman or Warlock card because of the risk/payoff ordeal but it kinda fits Druid.
I like the card a lot in concept since it falls in line with cards like Emerald Hive Queen. But realistically I don't think the implementation is all that great. It basically encourages you to do nothing until the opposing deck has invested enough into the board. If the opponent is an aggro deck, then this line of play will stabilize the game if drawn. For the card to be efficient, you cannot play more than 4 cards in the game. So while you may clear the board, a non-aggro opponent may develop themselves in other ways (e.g. have secrets up, cards drawn, quest progress) while you've done almost nothing.
What I believe would be better while still being in spirit would be to make it 2 mana and read "Costs (4) more if you control 2 or more minions". That way a control deck can play the card but still use spells and have something on board to leverage threats. This iteration still seems mildly broken when compared to cards like Excavated Evil and Volcanic Potion which serve similar functions, but at least it makes the card less "I'm only playable turns 1-3".
Every night I hear the whispers. But why doesn't anyone else? C'Thun: What Went Wrong?
If it keeps that mechanic, it needs a mana cap so it can't cost more than 4. It's too big a risk to have a card that would be unplayable midgame and later.
I'd like to see a
1 mana 1/1 minion for warlock that says cast a [whatever the name is] Effect to take 2 dmg an deal 1 dmg to all enemy minions, 4 dmg to deal 2 and 6 dmg to deal 3.
Obviously the card text would just be battlecry: Cast a [X] effect to simplify it, kind of like kalimos. Just for an anti aggro warlock card.