So I made this card for this weeks competion but I ended up uploading a different one due to this card not really being a debuff in the typical sense.
Please ignore the placeholder Title and Picture, that may make you think it's a mage card. I like to think I know enough about WoW abilities that I could fit the name and art to any class.
The idea of the card is you can play it on a friendly minion them follow it up with a Dinosize for massive value as get three 10/10 minions. Or you can play it on an enemy minion and then Starfire it, drawing three cards and dealing 15 damage to your opponents board.
The problem I am having is that I am not sure what class the card best suits as it seems to lend itself to many play styles. While Paladin would love to be able it buff 3 minions at once, they do not have many other cards to fully embrace the offensive side the card has. On the opposite end Mage could have epic interactions with the card with Meteor, Fireball and Polymorph but doesn't have any clear ways to use the card on friendly minions. Druid could also work but doesn't have any truly "fun" cards to play with this one.
Also what is your general thoughts on the card. Is it very interactive. There are some changes I have thought about that will feature in the spoiler below, i really just wanna see if I can get some help here to make a really cool card.
So now your opponent can also take advantage of the minions effect, this gives a real risk/reward feel to the card, increasing it's interactive level while making it a lot worse as it could kill all your minions with a well placed Fireball from your opponent.
Same idea, in a completely different style. Bringing the idea of Freeze Mages and Miracle Rogue play style of 'Dump your hand at the right moment' into a completely different setting of board control and aoe. Overall I think this card would be a rogue or mage card but could coexist with Paladins or Druid getting the original card for a more minion buff "Chosen One" idea.
I like the card. Positioning matters effects are a healthy way add skill to hearthstone. I believe Paladin or Warlock should get the spell.
Flavour-wise, evocations are like bringing some kind of spirit or memory to the mind through some mystical process. So right off the bat that arguably takes out Rogue, Warrior, Hunter, and Paladin. Classes like Druid and Shaman you could argue for being attuned with various spirits and nature, but I think your card is going in a different direction (Druid calls the wild spirits for strength, Shaman uses the elements to destroy, your card is more of a projection of a single minion's mind to others around it). This leaves us with Priest, Warlock, and Mage, who can all be seen with this.(Priest messes with the mind, Warlock can see it as a cooky ritual, and its a weird Mage spell akin to Molten Reflection).
Mechanically, this card is ridiculous in Priest. Having access to spell cost reduction, hence ridiculous combos (3 mana, cast 3 Power Word: Shields with only one Radiant Elemental out?). I'm not even going to address wild shenanigans possible with stuff like Velen's Chosen out there. I'm not quite sure if this is fair in mage either, but with the lack of buff spells, its more likely they will just be getting inefficient board clears (although Sorcerer's Apprentice + this + Firelands Portal could give people nightmares). Warlock can probably get the best usage out of this as it gives them some reasonable combos both offensive and defensive, with stuff like Siphon Soul, Shadow Bolt, Bloodfury Potion and even Feeding Time. Obviously the mana cost could be dropped to 3 as it would be a bit clunky for the class (two card removal combos are hard on a control deck) but I think it is best suited to help Warlock.
Now while Paladin doesn't have any spiritual-mind tricks or whatever, they do have a theme of hope and morale. If you were to change the card's name to something like "Rally" or "Stand Together", it would fit Paladin really well. The Last Kaleidosaur style decks would appreciate it. The Dinosize dream is hardly broken as it requires one turn of set up, which leads to...(drum roll please)...COUNTER PLAY.
As for your alternate cards, the first option is too combo happy and probably broken (every class bar Hunter has a way to use this for a massive damage combo) and the second option seems kind of pointless with the logic (why would Mage want to dump an improvised board clear when they can run a single card that can usually get the job done? Rogue would rather hit face with their burst. Token Druid maybe, but they already have efficient buffs like Mark of the Lotus). It would be better off in Paladin, but then the original version is still superior without being over the top broken.
So I made this card for this weeks competion but I ended up uploading a different one due to this card not really being a debuff in the typical sense.
Please ignore the placeholder Title and Picture, that may make you think it's a mage card. I like to think I know enough about WoW abilities that I could fit the name and art to any class.
The idea of the card is you can play it on a friendly minion them follow it up with a Dinosize for massive value as get three 10/10 minions. Or you can play it on an enemy minion and then Starfire it, drawing three cards and dealing 15 damage to your opponents board.
The problem I am having is that I am not sure what class the card best suits as it seems to lend itself to many play styles. While Paladin would love to be able it buff 3 minions at once, they do not have many other cards to fully embrace the offensive side the card has. On the opposite end Mage could have epic interactions with the card with Meteor, Fireball and Polymorph but doesn't have any clear ways to use the card on friendly minions. Druid could also work but doesn't have any truly "fun" cards to play with this one.
Also what is your general thoughts on the card. Is it very interactive. There are some changes I have thought about that will feature in the spoiler below, i really just wanna see if I can get some help here to make a really cool card.
So now your opponent can also take advantage of the minions effect, this gives a real risk/reward feel to the card, increasing it's interactive level while making it a lot worse as it could kill all your minions with a well placed Fireball from your opponent.
Same idea, in a completely different style. Bringing the idea of Freeze Mages and Miracle Rogue play style of 'Dump your hand at the right moment' into a completely different setting of board control and aoe. Overall I think this card would be a rogue or mage card but could coexist with Paladins or Druid getting the original card for a more minion buff "Chosen One" idea.
I like the card. Positioning matters effects are a healthy way add skill to hearthstone. I believe Paladin or Warlock should get the spell.
Flavour-wise, evocations are like bringing some kind of spirit or memory to the mind through some mystical process. So right off the bat that arguably takes out Rogue, Warrior, Hunter, and Paladin. Classes like Druid and Shaman you could argue for being attuned with various spirits and nature, but I think your card is going in a different direction (Druid calls the wild spirits for strength, Shaman uses the elements to destroy, your card is more of a projection of a single minion's mind to others around it). This leaves us with Priest, Warlock, and Mage, who can all be seen with this.(Priest messes with the mind, Warlock can see it as a cooky ritual, and its a weird Mage spell akin to Molten Reflection).
Mechanically, this card is ridiculous in Priest. Having access to spell cost reduction, hence ridiculous combos (3 mana, cast 3 Power Word: Shields with only one Radiant Elemental out?). I'm not even going to address wild shenanigans possible with stuff like Velen's Chosen out there. I'm not quite sure if this is fair in mage either, but with the lack of buff spells, its more likely they will just be getting inefficient board clears (although Sorcerer's Apprentice + this + Firelands Portal could give people nightmares). Warlock can probably get the best usage out of this as it gives them some reasonable combos both offensive and defensive, with stuff like Siphon Soul, Shadow Bolt, Bloodfury Potion and even Feeding Time. Obviously the mana cost could be dropped to 3 as it would be a bit clunky for the class (two card removal combos are hard on a control deck) but I think it is best suited to help Warlock.
Now while Paladin doesn't have any spiritual-mind tricks or whatever, they do have a theme of hope and morale. If you were to change the card's name to something like "Rally" or "Stand Together", it would fit Paladin really well. The Last Kaleidosaur style decks would appreciate it. The Dinosize dream is hardly broken as it requires one turn of set up, which leads to...(drum roll please)...COUNTER PLAY.
As for your alternate cards, the first option is too combo happy and probably broken (every class bar Hunter has a way to use this for a massive damage combo) and the second option seems kind of pointless with the logic (why would Mage want to dump an improvised board clear when they can run a single card that can usually get the job done? Rogue would rather hit face with their burst. Token Druid maybe, but they already have efficient buffs like Mark of the Lotus). It would be better off in Paladin, but then the original version is still superior without being over the top broken.
Every night I hear the whispers. But why doesn't anyone else? C'Thun: What Went Wrong?