I'd love a Brawl where you create the deck, but your opponent plays with it (and vice-versa), still you keep the class power.
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I'm a humble and friendly european indie living in Asia. During the day I build computer games. During the night, I am batma I build computer games. Together with a wonderful artist, I help run this very unique comic site : Comic Devs
Adding to this - all cards in your hand get shuffled with other cards from your own deck at the beginning of each turn, the draw the amount of cards you had in hand.
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I'm a humble and friendly european indie living in Asia. During the day I build computer games. During the night, I am batma I build computer games. Together with a wonderful artist, I help run this very unique comic site : Comic Devs
I'd love a "Wild Card" brawl. You make a 20 card deck and get 10 random cards chosen from the entire collection (cross-class cards, double legendaries, etc. could be possible) that change every match.
Players Build their own deck. Each player is Cursed by the Mage, Benjamin Button.
Turn 1 Players start with 10 mana and 6 cards (7+coin for second player)
At the end of your turn permanently overload your mana by 1. If at the start of your turn all your mana crystals are overloaded the curse is lifted and restore all your mana crystals to normal . The game continues as normal after this with both players having 10 mana crystals.
If a mana crystal is destroyed by a Felguard it will be earned again next turn like normal. Shaman Overloaded mana crystals will free up as normal after the turn where they were overloaded. The Curse overload could have a unique color to indicate that it wont free up next turn.
The interesting aspect of this is that you start with full mana and more cards in hand it should really cause creative Muligans to try to take advantage of that with the knowledge that with each turn in the first 10 your mana pool will be shrinking.
In the release to PC gamer Blizz said that they "have much better ways of communicating now". I wouln't be surprised if the next brawl previewed some upcoming content. Wouln't it be cool if it let you play as monk vs deathknight?
They released the original news via scroll. "better way of communicating." means a modern way, an announcement sent electronically.
They said that they aren't considering making new classes. The argent Tournament isn't where either classes came from, and a new class would be something you'd save for Blizcon.
Overhyping yourself for something 'HUGE" is exactly how you make new content sound worthless . "Aww man, it's new cards? I was hoping for RL flying robots!"
It's going to be an adventure. MAYBE Krip is right that it'll work differently from the other adventures. But it'll still be of the same scale.
Trust how they did GvG. If there's anything more it'll be VERY obvious that something is afoot.
They won't do Unstable Brawl for a while, since we just had one RNG fest brawl. I expect them to alternate between pre made decks and build your own deck brawls.
Well.. Then its going to be "the coin" brawl. Everytime your/enemys minion die you gain a coin.
That's a more boring banana brawl. And too close to banana brawl.
I think the idea is to put out mechanics VERY different for each one as a 'testing ground'. They will probably do similar ones after the testing ends (aka when the free packs end).
Now I'm nto the most creative so I MIGHT be missing a mechanic style, but there is the 'challengestone' style: craft a deck with limitations installed on what's allowed.
My favorite idea is All spells available to all classes. It's a simple change, but each class would maintain individuality by class minions and hero power. However, it would point out the effectiveness (or lack thereof) of certain spells. Also, cards that have synergy with spells in a different class would have a chance to show off ( I see Preparation and Innervate becoming big). It Also gives unpopular spells more of a chance to become used (Imagine Savagery with a Warrior, Holy Wrath with a Ramp Druid, Corruption with a Freeze Mage, Naturalize with a Mill Rogue, and the list goes on). Everyone would have access to all spells, but minions would be whatever you have in your collection. Overall, I feel like it would make for a great experiment on the effectiveness of spells and how others could be improved.
Excuse my bad english but im here to spice up brawl! Ideas:
1. Decks consist ONLY of Jeeves
2. Decks are ONLY consist of Flamestrikes and Milhouse Manastorms
3. Hero power of 30 Damage to hero with a 50% chance to hit self
4. Brawl where you can spam taunts constantly and no squelch allowed or muting volumes
5. Brawl that where taunting costs one mana crystal
6. Gnomibrawlish Infabrawltry brawl where each player has 29 golden Gnomish infantry and one non golden one that does 2 damage to the opponent and 2 damage to yourself as well as adding a wisp to your hand.
7. Garbrowrarl - Heros can growl taunts instead of speak them through the mic for a more personal game.
LMK what y'ouall think! Please no comments of negative comment.
1) Players don't draw a card at the beginning of their turn. Instead, they draw whenever they're damaged.
2) Both players begin play with an Immune, Untargetable 0/15 minion in play that, if it dies, restores the opponent to full health.
3) The player who goes first draws 2 cards every turn. The player who goes second gains 2 mana every turn. Have fun deckbuilding!
4) Any minion drawn has a 50% chance to be converted in mid-draw to a random Legendary minion.
5) Players are Immune as long as they have an odd number of mana crystals. (Felguard FTW!)
6) Hand size is limited to 6 cards. Life pool is increased to 50.
7) At the end of any turn during which a player was damaged, Silence all minions.
8) Both players begin play with Dual Warglaives. (A la Illidan Stormrage in the tutorial). That's all. Everything else is normal.
9) Any time a minion dies, the opposing player gains 3 life.
10) Minions with odd casting costs gain +0|+1. Minions with even casting costs gain +1|+0. Minions with prime casting costs gain Spellpower +1. Minions with 0 casting costs gain "double the damage and healing dealt by your spells and Hero Power." XD
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I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
Bleed Them Dry: You start with ZERO mana crystals and never gain any. Cards that would generate mana or mana crystals do nothing. Instead of paying mana, you pay life to play spells and use hero powers. Starting life total - 40
King of the Mountain: For each 10 brawl games you win, your starting life total is increased by 10 health, minions you control get +1/+1, and spells you play cost 1 less.
Shady Dealings: Constructed. Before the brawl begins, you have a 50% chance to swap decks with your opponent. Do you build a terrible one and hope to give it away? Or a powerful one and hope they don't steal it?
You can only play with golden cards.
Jee, tavern brawl just started
Annoy-o-Tron: deathriddle: 'Goodbye, Goodbye, Goodbye'
My battle tag is Fely#.... Can you find all the digits after the #. They're hidden amongst my profile, it's like an easter egg hunt.
<3.14159265359 you!
Now Stop checking my spoilers!
Spoiler
43Fely#2...
Empty
Bonus Spoiler
I'd love a Brawl where you create the deck, but your opponent plays with it (and vice-versa), still you keep the class power.
I'm a humble and friendly european indie living in Asia. During the day I build computer games. During the night,
I am batmaI build computer games.Together with a wonderful artist, I help run this very unique comic site : Comic Devs
Adding to this - all cards in your hand get shuffled with other cards from your own deck at the beginning of each turn, the draw the amount of cards you had in hand.
I'm a humble and friendly european indie living in Asia. During the day I build computer games. During the night,
I am batmaI build computer games.Together with a wonderful artist, I help run this very unique comic site : Comic Devs
I'd love a "Wild Card" brawl. You make a 20 card deck and get 10 random cards chosen from the entire collection (cross-class cards, double legendaries, etc. could be possible) that change every match.
I'm the best worst player.
The Curious Game of Benjamin Button.
Players Build their own deck. Each player is Cursed by the Mage, Benjamin Button.
Turn 1 Players start with 10 mana and 6 cards (7+coin for second player)
At the end of your turn permanently overload your mana by 1. If at the start of your turn all your mana crystals are overloaded the curse is lifted and restore all your mana crystals to normal . The game continues as normal after this with both players having 10 mana crystals.
If a mana crystal is destroyed by a Felguard it will be earned again next turn like normal. Shaman Overloaded mana crystals will free up as normal after the turn where they were overloaded. The Curse overload could have a unique color to indicate that it wont free up next turn.
The interesting aspect of this is that you start with full mana and more cards in hand it should really cause creative Muligans to try to take advantage of that with the knowledge that with each turn in the first 10 your mana pool will be shrinking.
So what do you think the next Traven brawl theme will be?
Angry Chicken
They released the original news via scroll. "better way of communicating." means a modern way, an announcement sent electronically.
They said that they aren't considering making new classes. The argent Tournament isn't where either classes came from, and a new class would be something you'd save for Blizcon.
Overhyping yourself for something 'HUGE" is exactly how you make new content sound worthless . "Aww man, it's new cards? I was hoping for RL flying robots!"
It's going to be an adventure. MAYBE Krip is right that it'll work differently from the other adventures. But it'll still be of the same scale.
Trust how they did GvG. If there's anything more it'll be VERY obvious that something is afoot.
One does not simply walk into Mordor,
unless they want to be the best they can be.
They won't do Unstable Brawl for a while, since we just had one RNG fest brawl. I expect them to alternate between pre made decks and build your own deck brawls.
That's a more boring banana brawl. And too close to banana brawl.
I think the idea is to put out mechanics VERY different for each one as a 'testing ground'. They will probably do similar ones after the testing ends (aka when the free packs end).
Now I'm nto the most creative so I MIGHT be missing a mechanic style, but there is the 'challengestone' style: craft a deck with limitations installed on what's allowed.
One does not simply walk into Mordor,
unless they want to be the best they can be.
These may or may not destroy the game.
BENJAMIN BUTTON BRAWL.
Start with 10 mana, lose 1 every turn.
RECOMBRAWLBULATOR
Minions summoned change to random minions with the same cost
SPELLBRAWL
Players are immune to minions.
RANDOMBRAWL
You get a random class with random cards, but no more than 1 of each
MALORIAWL
When summoned, minions switch their attack and defense
I DON'T EVEN..
When a player draws a card, but a copy into their opponent's hand
EGGBRAWL
Each player starts with 7 dragon eggs in play
IRON ARENA
Each player's deck is 30 random legendaries
Batman V Superman: Dawn of Justice - Sneak Review! http://www.thepoxbox.com/challenges.php?id=batmanvsuperman
My favorite idea is All spells available to all classes. It's a simple change, but each class would maintain individuality by class minions and hero power. However, it would point out the effectiveness (or lack thereof) of certain spells. Also, cards that have synergy with spells in a different class would have a chance to show off ( I see Preparation and Innervate becoming big). It Also gives unpopular spells more of a chance to become used (Imagine Savagery with a Warrior, Holy Wrath with a Ramp Druid, Corruption with a Freeze Mage, Naturalize with a Mill Rogue, and the list goes on). Everyone would have access to all spells, but minions would be whatever you have in your collection. Overall, I feel like it would make for a great experiment on the effectiveness of spells and how others could be improved.
Thought about that, but not as much "swap" but you make the deck that your enemy will use. So the shittiest the deck, the better it would be =D
We would see a lot of fun decks with tons of late game cards.
Perhaps 2 every 1 turn. Once you get to 0 mana the game is over.. meh. Other ideas oculd work. But I WANT THIS!!!
"RECOMBRAWLBULATOR
Minions summoned change to random minions with the same cost"
AND THIS!. Or have it so that minions on teh board will change each turn.
"SPELLBRAWL
Players are immune to minions."
Meh unless they give us wild magic.
"RANDOMBRAWL
You get a random class with random cards, but no more than 1 of each"
I'd play it
"MALORIAWL
When summoned, minions switch their attack and defense"
Sounds meh but ok for a brawl
"I DON'T EVEN..
When a player draws a card, but a copy into their opponent's hand"
I WANT THIS! SO BADLY!
"EGGBRAWL
Each player starts with 7 dragon eggs in play"
IRON ARENA
Each player's deck is 30 random legendaries
#*$( IT send these to bliz. i so want all of this.
One does not simply walk into Mordor,
unless they want to be the best they can be.
Blopmclots here,
Excuse my bad english but im here to spice up brawl! Ideas:
1. Decks consist ONLY of Jeeves
2. Decks are ONLY consist of Flamestrikes and Milhouse Manastorms
3. Hero power of 30 Damage to hero with a 50% chance to hit self
4. Brawl where you can spam taunts constantly and no squelch allowed or muting volumes
5. Brawl that where taunting costs one mana crystal
6. Gnomibrawlish Infabrawltry brawl where each player has 29 golden Gnomish infantry and one non golden one that does 2 damage to the opponent and 2 damage to yourself as well as adding a wisp to your hand.
7. Garbrowrarl - Heros can growl taunts instead of speak them through the mic for a more personal game.
LMK what y'ouall think! Please no comments of negative comment.
Thanks!
Clostmcblopp out!
1) Players don't draw a card at the beginning of their turn. Instead, they draw whenever they're damaged.
2) Both players begin play with an Immune, Untargetable 0/15 minion in play that, if it dies, restores the opponent to full health.
3) The player who goes first draws 2 cards every turn. The player who goes second gains 2 mana every turn. Have fun deckbuilding!
4) Any minion drawn has a 50% chance to be converted in mid-draw to a random Legendary minion.
5) Players are Immune as long as they have an odd number of mana crystals. (Felguard FTW!)
6) Hand size is limited to 6 cards. Life pool is increased to 50.
7) At the end of any turn during which a player was damaged, Silence all minions.
8) Both players begin play with Dual Warglaives. (A la Illidan Stormrage in the tutorial). That's all. Everything else is normal.
9) Any time a minion dies, the opposing player gains 3 life.
10) Minions with odd casting costs gain +0|+1. Minions with even casting costs gain +1|+0. Minions with prime casting costs gain Spellpower +1. Minions with 0 casting costs gain "double the damage and healing dealt by your spells and Hero Power." XD
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
At the end of each turn, restore both heros to full health. So you basically need lethal from full health.
More ideas:
Multiclass Arena: Choose your hero, then draft cards from all classes! One redraft allowed per 24 hours.
One Stop Shop: Choose your hero, then choose a single card from your collection. Your deck will be that card x30.
Target Practice: Constructed play, with a hero of your choosing. Both sides of the board start off with 7x Target Dummy
Bleed Them Dry: You start with ZERO mana crystals and never gain any. Cards that would generate mana or mana crystals do nothing. Instead of paying mana, you pay life to play spells and use hero powers. Starting life total - 40
King of the Mountain: For each 10 brawl games you win, your starting life total is increased by 10 health, minions you control get +1/+1, and spells you play cost 1 less.
Shady Dealings: Constructed. Before the brawl begins, you have a 50% chance to swap decks with your opponent. Do you build a terrible one and hope to give it away? Or a powerful one and hope they don't steal it?
Brawl Brawl. At random intervals in the game the Brawl effect would trigger destroying all minions save one. Yo dawg, I heard you like brawls.