Best way to describe it, if you've played the Pokemon TCG - Then this keyword is exactly like Arena cards. Where they have an effect but can't be removed. I have a card as an example made here, but am still experimenting with the effect. Spells costing 1 for the rest of the game is OP i know, but as i said, still experimenting. Open to suggestions. There was no option on Hearthcards ot have a minion without health or attack, so i just gave it 60 as a placeholder.
I've already received a suggestion to make it draw 1 card and restore 1 health at the end of the turn, and may go with that, unless someone has something better in mind. If you're clicking to this thread from the main page, welcome to the fan creations. Last time i posted a custom card it was filled with a bunch of people whining, so just thought i'd make it more obvious to help.
For the card itself, i was also thinking of removing the rooted keyword entirely, and making it a minion with 30 health. So it isn't as OP.
Interesting design but I think a better execution of this idea would be to make a hero card or a completely new card type (terrain ?). The thing is, minions is Hearthstone are designed with the intent that they come and go on the board. Most spells are also designed around that ethos, especially removal spells.
The closest thing to a permanent minion in Hearthstone are minions the go dormant as a deathrattle but even then it take resources out of your other cards to bring them back and they can be temporarly dealt with or even silenced.
Then there are hero cards and a few quest rewards that have a permanent effect that your opponent can't interact with. I think this is the place to go if you want to make a permanent effect.
As for a new card type, terrains could be interesting in Hearthstone but making up a new card type is more work. You'd have to explain how they work and distribute them across the 10 classes. I also don't think that terrains would really accomplish more than hero cards in Hearthstone and while it's a card type that exists in many card games, it's usually pretty integral to the design and not an added mechanic.
Finally, I think it's obvious but I'll spell it out : this card has a busted effect. Cost reduction is one of the most broken mechanics in Hearthstone and card draw is also very powerful. I mean, at least with 2 additional cards each turn you might burn some (although not if they all cost 1 to play) and you'll reach fatigue pretty fast so there's that but Mira's Unstable Element is a very good card that litterally draws too much. I'm also not much of a fan of cards with so many different effects. I think Hearthstone cards are at there best when they have a sigular but polished and interesting effect that can be combined with others. Less is more if you will. It's taste rather than a rule tho.
Just going to be brutally honest with you. That keyword is terrible because cards that can't be interacted with really aren't that fun. Dormant is about the only exception but at least while they are dormant they're also not doing anything.
Second your custom card is absolutely horrendous. 60 HP? Why? Flavor? Wow factor? What purpose does a 60 HP card actually serve? Truly consider that before replying. Also we've seen those cancer mana discount effects in the past. Now you're proposing to put it on an untouchable 60 HP card that also draws you 2 cards every turn? Fun and interactive bro.
Just going to be brutally honest with you. That keyword is terrible because cards that can't be interacted with really aren't that fun. Dormant is about the only exception but at least while they are dormant they're also not doing anything.
Second your custom card is absolutely horrendous. 60 HP? Why? Flavor? Wow factor? What purpose does a 60 HP card actually serve? Truly consider that before replying. Also we've seen those cancer mana discount effects in the past. Now you're proposing to put it on an untouchable 60 HP card that also draws you 2 cards every turn? Fun and interactive bro.
I hope you read the whole post. the 60 hp is a placeholder since hearthcards didn't have the ability to create a minion such as this.
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Best way to describe it, if you've played the Pokemon TCG - Then this keyword is exactly like Arena cards. Where they have an effect but can't be removed. I have a card as an example made here, but am still experimenting with the effect. Spells costing 1 for the rest of the game is OP i know, but as i said, still experimenting. Open to suggestions. There was no option on Hearthcards ot have a minion without health or attack, so i just gave it 60 as a placeholder.
I've already received a suggestion to make it draw 1 card and restore 1 health at the end of the turn, and may go with that, unless someone has something better in mind. If you're clicking to this thread from the main page, welcome to the fan creations. Last time i posted a custom card it was filled with a bunch of people whining, so just thought i'd make it more obvious to help.
For the card itself, i was also thinking of removing the rooted keyword entirely, and making it a minion with 30 health. So it isn't as OP.
Interesting design but I think a better execution of this idea would be to make a hero card or a completely new card type (terrain ?). The thing is, minions is Hearthstone are designed with the intent that they come and go on the board. Most spells are also designed around that ethos, especially removal spells.
The closest thing to a permanent minion in Hearthstone are minions the go dormant as a deathrattle but even then it take resources out of your other cards to bring them back and they can be temporarly dealt with or even silenced.
Then there are hero cards and a few quest rewards that have a permanent effect that your opponent can't interact with. I think this is the place to go if you want to make a permanent effect.
As for a new card type, terrains could be interesting in Hearthstone but making up a new card type is more work. You'd have to explain how they work and distribute them across the 10 classes. I also don't think that terrains would really accomplish more than hero cards in Hearthstone and while it's a card type that exists in many card games, it's usually pretty integral to the design and not an added mechanic.
Finally, I think it's obvious but I'll spell it out : this card has a busted effect. Cost reduction is one of the most broken mechanics in Hearthstone and card draw is also very powerful. I mean, at least with 2 additional cards each turn you might burn some (although not if they all cost 1 to play) and you'll reach fatigue pretty fast so there's that but Mira's Unstable Element is a very good card that litterally draws too much. I'm also not much of a fan of cards with so many different effects. I think Hearthstone cards are at there best when they have a sigular but polished and interesting effect that can be combined with others. Less is more if you will. It's taste rather than a rule tho.
Just going to be brutally honest with you. That keyword is terrible because cards that can't be interacted with really aren't that fun. Dormant is about the only exception but at least while they are dormant they're also not doing anything.
Second your custom card is absolutely horrendous. 60 HP? Why? Flavor? Wow factor? What purpose does a 60 HP card actually serve? Truly consider that before replying. Also we've seen those cancer mana discount effects in the past. Now you're proposing to put it on an untouchable 60 HP card that also draws you 2 cards every turn? Fun and interactive bro.
Hearthstone already have a permanent effect / terrain type of card.
It works by having a spell or battlecry that says :
For the rest of the game, do X
So this keyword is unneeded
What even is that lmao absolutely broken in any good control deck. Control Shaman and Control Mage would loves this
Keymaster Alabaster come faster
I hope you read the whole post. the 60 hp is a placeholder since hearthcards didn't have the ability to create a minion such as this.