I designed this before KFT came out and thought it was worth sharing. The idea behind the flavor is that your broken weapons are quickly reforged into a shield. In the long run it generates more armor than Bring It On!, but it has a different downside in that it's only playable later in the game.
EDIT: Thinking about it, maybe this should cost 1. I don't think you should have to pay 2 for a card that's so useless in the early game.
I would change it to "Gain 5 armor for every destroyed friendly weapon. Set cost to (0). After 2 weapons are destroyoed, increase the cost by (1) every weapon after.
I think that makes it overly complicated and confusing. You have to think about the inherent cost of including this card in your deck in the first place. Until 1 weapon is destroyed, this is literally 2 mana do nothing. If 1 weapon is destroyed, Iron Hide is still better. If 2 weapons are destroyed, Bring It On! is still better. Only after 3 weapons is this even a good card.
Why do you think that 2 mana gain 16 is overpowered if that much setup is required? (genuine discussion, not being hateful)
Straight armor gains are always bad, like Iron Hide.
The good cards that give armor have some good effect like being a noob-trap (Bring It On!), having a body (Armorsmith), or giving card draw. (Shield Block) Add an additional useful effect and this card would be brilliant.
I think that makes it overly complicated and confusing. You have to think about the inherent cost of including this card in your deck in the first place. Until 1 weapon is destroyed, this is literally 2 mana do nothing. If 1 weapon is destroyed, Iron Hide is still better. If 2 weapons are destroyed, Bring It On! is still better. Only after 3 weapons is this even a good card.
Why do you think that 2 mana gain 16 is overpowered if that much setup is required? (genuine discussion, not being hateful)
If you add in 2 Arcanites and Gorehowls, those are good cards to have in the deck anyways.
Straight armor gains are always bad, like Iron Hide.
The good cards that give armor have some good effect like being a noob-trap (Bring It On!), having a body (Armorsmith), or giving card draw. (Shield Block) Add an additional useful effect and this card would be brilliant.
I don't think Bring It On! is a noob trap. It's recently taken off as quite a popular card in fatigue warrior. It lets you go infinite on both cards and health. I think at 1 mana my card could see play for the same reason, with the huge drawback that its unplayable early. My card certainly wouldn't see play in any currently existing decks, but it could some day.
And when you look at cards like Greater Healing Potion, which sees or used to see regular play, I think straight healing cards can always have a place in certain decks.
Straight armor gains are always bad, like Iron Hide.
The good cards that give armor have some good effect like being a noob-trap (Bring It On!), having a body (Armorsmith), or giving card draw. (Shield Block) Add an additional useful effect and this card would be brilliant.
I don't think Bring It On! is a noob trap. It's recently taken off as quite a popular card in fatigue warrior. It lets you go infinite on both cards and health. I think at 1 mana my card could see play for the same reason, with the huge drawback that its unplayable early. My card certainly wouldn't see play in any currently existing decks, but it could some day.
And when you look at cards like Greater Healing Potion, which sees or used to see regular play, I think straight healing cards can always have a place in certain decks.
This is quoted from Bring It On!'s discussion page.
"This is an interesting card that could tempt your opponent to misplay, either by flooding the board when you have a Brawl or by bringing out an expensive minion early when you have an easy way to deal with it."
Also, Priest has to live long to win, while warrior can win in 6 turns sometimes.
The card could be okay in a weapon-heavy Control Warrior deck, but it is very specific and lacks any other effects other than armor gain. That is all I am trying to say.
I designed this before KFT came out and thought it was worth sharing. The idea behind the flavor is that your broken weapons are quickly reforged into a shield. In the long run it generates more armor than Bring It On!, but it has a different downside in that it's only playable later in the game.
EDIT: Thinking about it, maybe this should cost 1. I don't think you should have to pay 2 for a card that's so useless in the early game.
I would change it to "Gain 5 armor for every destroyed friendly weapon. Set cost to (0). After 2 weapons are destroyoed, increase the cost by (1) every weapon after.
I think that makes it overly complicated and confusing. You have to think about the inherent cost of including this card in your deck in the first place. Until 1 weapon is destroyed, this is literally 2 mana do nothing. If 1 weapon is destroyed, Iron Hide is still better. If 2 weapons are destroyed, Bring It On! is still better. Only after 3 weapons is this even a good card.
Why do you think that 2 mana gain 16 is overpowered if that much setup is required? (genuine discussion, not being hateful)
Straight armor gains are always bad, like Iron Hide.
The good cards that give armor have some good effect like being a noob-trap (Bring It On!), having a body (Armorsmith), or giving card draw. (Shield Block) Add an additional useful effect and this card would be brilliant.
"This is an interesting card that could tempt your opponent to misplay, either by flooding the board when you have a Brawl or by bringing out an expensive minion early when you have an easy way to deal with it."
About straight healing cards likeGreater Healing Potion, it can heal minions and has great synergy with cards like Northshire Cleric.
Also, Priest has to live long to win, while warrior can win in 6 turns sometimes.
The card could be okay in a weapon-heavy Control Warrior deck, but it is very specific and lacks any other effects other than armor gain. That is all I am trying to say.