The purpose of this thread is to provide a centralized listing of all new game mechanics so card designers can review this listing for card ideas. Please post your ideas for new mechanics and I will update the summary in the first post periodically.
UPDATED 1/22/2015
SLEEP
Renders a minion unable to attack until the minion or the minion's hero is dealt damage.
MINION ARMOR
Operates similar to hero armor but is an attribute of minions.
MAGIC RESISTANCE
Provides a specified percentage chance that the minion will be immune to a spell effect (e.g., a minion with 30% magic resistance would have a 30% change to not be damaged by a AOE or direct damage spell or a spell-based silence effect).
TOUGHNESS
Allows a minion to disregard a certain amount of non-magic damage (e.g., a minion with a Damage Tolerance of 2 that was attacked by a minion with 3 attack would only take 1 damage).
RESILIENCE
Allows a minion to disregard a certain amount of magic damage akin to Toughness.
EVASION (credit to Setton)
Minion is unable to be targeted by another minion or hero.
INVULNERABILITY (credit to Setton)
Minion is immune to damage while attacking (could be temporary or permanent). Gladiator's Longbow for minions.
PLAGUE (credit to Setton)
Minion takes periodic damage (e.g., one damage per turn) while plagued. Minions damaged by the plagued minion become infected (or perhaps have a percentage chance to be become infected).
Evasion: Minion can't be targeted by other Minions or Hero weapons. Like a reverse Faerie Dragon. Persistent effect or maybe a 1 turn effect like Conceal
Ranged: Minion is immune to damage while attacking. Gladiator's Longbow for minions.
Undead: When Minion takes lethal damage it becomes immune to all damage at the end of the next turn it is destroyed.
Plague/Plagued: Minion takes 1 damage at the start of your turn, Minions that are Plagued will infect other Minions when they deal damage to that Minion. Debuff ability to put on by spell or maybe an effect when a minion attacks.
Carrier: To go with Plague. Minion doesn't take damage from the Plague effect. (Can still be infected.)
Resistant: Minion can't be effected by status changes. Anything that would add subtext won't have an effect positive or negative. Like Stealth or Freeze effects won't work. + Damage or Health won't work. Corruption won't work. Silence should still work. I think Auras like Raid Leader will work, but Shattered Sun Cleric wouldn't work. (Couldn't think of a better name)
(NEW) Crushing Blow: When this minion kills another minion all (or %)of the damage dealt to the minion is also dealt the opposing hero.
(NEW) Thorns: All damage dealt to this minion is also dealt to the opposing hero.
i would like to see some spells like Auras, the spells have a permanent effect, until someone counter it or play another Aura.
There is Auras attached to Minions like Raid Leader but I could see some 0/1 weapons for Priest/Mage that have some Aura effect until the weapon is removed.
Sleep: I do like the idea and as it is now I could see it being balanced at the lower end around 3 mana but I could also see a variant at a higher cost that only wakes the minion if it is damaged rather than hero taking damage but it would need to be 6+ mana (don't want to talk too much about balance but it does need to be considered)
Minion Armor: Seems too much like +health, and flavor wise would fit around Warrior who would benefit the least from this since they have so much Enrage effect cards. Maybe you could put it into Mage or Pally but I still think it only has negative interactions with other mechanics in the game.
Magic Resistance: % chance to counter spell doesn't sound like a fun mechanic for either side. % chance a spell will hit another random target sounds more fun, Like the GVG Ogre cards but with spells instead of attacks.
Toughness/Resilience: I do like this one, I could see one or the other getting in or maybe a combo of both that just reduces all damage by X amount. However I anything beyond reducing it by 1 would be a bit OP. Having something that reduces all damage by 2 or 3 and it has or is given taunt then it would just wreak Zoo like decks.
Absorber: A minion with this attribute must be the target of any spells. If there is more than one the caster can choose. Beware, this applies to spells from either player including buffs.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
The purpose of this thread is to provide a centralized listing of all new game mechanics so card designers can review this listing for card ideas. Please post your ideas for new mechanics and I will update the summary in the first post periodically.
UPDATED 1/22/2015
SLEEP
Renders a minion unable to attack until the minion or the minion's hero is dealt damage.
MINION ARMOR
Operates similar to hero armor but is an attribute of minions.
MAGIC RESISTANCE
Provides a specified percentage chance that the minion will be immune to a spell effect (e.g., a minion with 30% magic resistance would have a 30% change to not be damaged by a AOE or direct damage spell or a spell-based silence effect).
TOUGHNESS
Allows a minion to disregard a certain amount of non-magic damage (e.g., a minion with a Damage Tolerance of 2 that was attacked by a minion with 3 attack would only take 1 damage).
RESILIENCE
Allows a minion to disregard a certain amount of magic damage akin to Toughness.
EVASION (credit to Setton)
Minion is unable to be targeted by another minion or hero.
INVULNERABILITY (credit to Setton)
Minion is immune to damage while attacking (could be temporary or permanent). Gladiator's Longbow for minions.
PLAGUE (credit to Setton)
Minion takes periodic damage (e.g., one damage per turn) while plagued. Minions damaged by the plagued minion become infected (or perhaps have a percentage chance to be become infected).
i would like to see some spells like Auras, the spells have a permanent effect, until someone counter it or play another Aura.
Evasion: Minion can't be targeted by other Minions or Hero weapons. Like a reverse Faerie Dragon. Persistent effect or maybe a 1 turn effect like Conceal
Ranged: Minion is immune to damage while attacking. Gladiator's Longbow for minions.
Undead: When Minion takes lethal damage it becomes immune to all damage at the end of the next turn it is destroyed.
Plague/Plagued: Minion takes 1 damage at the start of your turn, Minions that are Plagued will infect other Minions when they deal damage to that Minion. Debuff ability to put on by spell or maybe an effect when a minion attacks.
Carrier: To go with Plague. Minion doesn't take damage from the Plague effect. (Can still be infected.)
Resistant: Minion can't be effected by status changes. Anything that would add subtext won't have an effect positive or negative. Like Stealth or Freeze effects won't work. + Damage or Health won't work. Corruption won't work. Silence should still work. I think Auras like Raid Leader will work, but Shattered Sun Cleric wouldn't work. (Couldn't think of a better name)
(NEW) Crushing Blow: When this minion kills another minion all (or %)of the damage dealt to the minion is also dealt the opposing hero.
(NEW) Thorns: All damage dealt to this minion is also dealt to the opposing hero.
Card Design Competition #31
There is Auras attached to Minions like Raid Leader but I could see some 0/1 weapons for Priest/Mage that have some Aura effect until the weapon is removed.
Card Design Competition #31
Poison: Target gets -1/-1 at the end of each turn until death. Silence returns the minion to its original state.
Moved my thoughts to another post:
Sleep: I do like the idea and as it is now I could see it being balanced at the lower end around 3 mana but I could also see a variant at a higher cost that only wakes the minion if it is damaged rather than hero taking damage but it would need to be 6+ mana (don't want to talk too much about balance but it does need to be considered)
Minion Armor: Seems too much like +health, and flavor wise would fit around Warrior who would benefit the least from this since they have so much Enrage effect cards. Maybe you could put it into Mage or Pally but I still think it only has negative interactions with other mechanics in the game.
Magic Resistance: % chance to counter spell doesn't sound like a fun mechanic for either side. % chance a spell will hit another random target sounds more fun, Like the GVG Ogre cards but with spells instead of attacks.
Toughness/Resilience: I do like this one, I could see one or the other getting in or maybe a combo of both that just reduces all damage by X amount. However I anything beyond reducing it by 1 would be a bit OP. Having something that reduces all damage by 2 or 3 and it has or is given taunt then it would just wreak Zoo like decks.
Card Design Competition #31
Absorber: A minion with this attribute must be the target of any spells. If there is more than one the caster can choose. Beware, this applies to spells from either player including buffs.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Thanks for the feedback so far. Updated the main post for some of the suggestions.