What do you think of bringing a concept from MTG over to HS? A debuff instead of damage? Like... Give all enemy minions -5/-5 or something. Does it have the potential at least be a valid little brother to Lightbomb?
Here are some ideas I've had. I mean, let me know if you think some of them are too broken, I won't be insulted or anything.
Mind Blast: 3 mana, Deal 5 damage. Mass Dispel: 4 mana, Silence all enemy minions, then deal 2 damage to them. Confuse: 2 mana, Choose a minion. The next time it attacks, it attacks a completely random target. Power Word: Tentacles: 4 mana, Give a minion +2/+6. Convert: 2 mana, Put a copy of an enemy minion onto your board. Resurrect: 2 mana: Discover a friendly minion that died this game. Shadowfiend: 3 mana 3/4: Whenever you draw a card, reduce its cost by 1. Temple Enforcer: 6 mana 6/6: Deathrattle: Give a friendly minion +3 health.
Buffing already good cards (5 mana Cabal) isn't the solution. Neither is introducing new cards. The Priest cards in basic and classic sets suck, and the worst ones need buff. The following cards should be 1 mana cheaper:
Mind Vision
Shadowform
Mass dispel (maybe 2 mana and silence all minions?)
Mind game is a tricky card. While i agree that its to expensive right now it might be way to powerfull for 3 or even 2 mana. Imagine a turn 3 7/7 with no draw back.
Holy fire: you are right there. It would be a great as a 3 mana deal 4dmg heal whateveridontcare.
What priest needs is good 2 and 3 drops plus early removal that is unconditional. Sw:p sadly has a condition
i've pretty much given up on priest after weeks and weeks of trying really hard. but there's no point
got some occasional wins with a funky taunt style deck which was fun but you just don't draw at all and early board presence? forget about it
might as well combine priest and paladin into a priladin since paladin are better priests anyway and finally add death knight
thx, gg
The only way Blizz makes a class relevant to the meta is to create 1-2 broken cards. cough*Shaman cough.
It's not bad though IMO. It forces people to play classes they wouldn't want to play as, in order to win.
Card ideas:
-Spell, cost 5: " destroy all minions except each player highest defence minion" A variation of "enter the coliseum" that may haveplace in priest
-Spell, cost 5: " destroy all no taunt minions"
-Shadowalker, minion 2/4, cost 3: " after you cast a healt effect dealt 2 damage randomy split among all enemies.
-minion 5/6 legendary, cost 6: after you cast a health effect do that amountof damage to a ramdom enemy"
A one cost, 1/2 minion. Battlecry: All 2 cost cards cost 1 more.
It would effect both decks, so sort of on balance. It would help priest deal with nothing to play on turn 2 by blocking its opponent.
Make overheal for your hero power, but only with your MINIONS.
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What do you think of bringing a concept from MTG over to HS? A debuff instead of damage? Like...
Give all enemy minions -5/-5 or something. Does it have the potential at least be a valid little brother to Lightbomb?
It kills small fry, and essentially Aldor Peacekeeper-ing the bigger ones. It also potentially gives Priest a Wild Pyromancer + Equality type of interaction.
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It can be a new game mode which is only playable as priest.
Here are some ideas I've had. I mean, let me know if you think some of them are too broken, I won't be insulted or anything.
Mind Blast: 3 mana, Deal 5 damage. Mass Dispel: 4 mana, Silence all enemy minions, then deal 2 damage to them. Confuse: 2 mana, Choose a minion. The next time it attacks, it attacks a completely random target. Power Word: Tentacles: 4 mana, Give a minion +2/+6. Convert: 2 mana, Put a copy of an enemy minion onto your board. Resurrect: 2 mana: Discover a friendly minion that died this game. Shadowfiend: 3 mana 3/4: Whenever you draw a card, reduce its cost by 1. Temple Enforcer: 6 mana 6/6: Deathrattle: Give a friendly minion +3 health.
Buffing already good cards (5 mana Cabal) isn't the solution. Neither is introducing new cards. The Priest cards in basic and classic sets suck, and the worst ones need buff. The following cards should be 1 mana cheaper:
Mass dispel: make it 3 mana and keep the draw
Mind game is a tricky card. While i agree that its to expensive right now it might be way to powerfull for 3 or even 2 mana. Imagine a turn 3 7/7 with no draw back.
Holy fire: you are right there. It would be a great as a 3 mana deal 4dmg heal whateveridontcare.
What priest needs is good 2 and 3 drops plus early removal that is unconditional. Sw:p sadly has a condition
New legendary
2 mana 1/1, if you heal your hero and it's already at full health, increase its maximum health by that much (permanent effect).
2 mana 1/1, whenever you use your hero power draw a card (permanent effect).
4 mana 3/3, battle cry: double all friendly minions health.
4 mana 0/4, whenever you heal a character, deal that much damage to the enemy hero
Or change volazj to work a little more like varian Wynn: draw 3 cards put a 1/1 copy of any minions you draw onto the board.
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