Explore is a keyword that builds on itself each time you use it in a game. Each time you Explore in a game, a visual of a treasure map comes up, and you reveal one segment of the map. It has four total. When you reveal the first segment, you get a random Exploration card. The Exploration cards are the following:
So, they're kinda like Spare parts. The second map segment gives you two Exploration cards, and the third one gives you three. When you Explore for a fourth time and complete the map, you add a random Legendary to your hand and it's cost is reduced by (3). If you Explore more after that, you start a new map, so the cycle repeats every four times you Explore. Here are some cards that use the mechanic:
Arcane would replace "Whenever you cast a spell" and the opposite of this would be Dark Arcane
Examples: Mana Wyrm: Arcane: Gain +1/0, Trade Prince Gallywix : Dark Arcane: Gain a copy of the spell and give your opponent a coin, Lorewalker Cho: Arcane and Dark Arcane: give the other player a copy of the spell
Next Keyword: Oblivious
Rollback Post to RevisionRollBack
Wants to play Captain Cookie Druid because why not?
Dodge: X - When minion takes damage, X damage is ignored. Damage can be reduced to 0. (So for instance Dodge: 1 will ignore 1 damage when the minion takes damage. If it's 1, the damage is reduced to 0. 2 would be reduced to 1, 3 to 2, and so forth and so on.)
A minion with shining will adjust its stats so that the total attack and health on both sides of the board is equal. So, if your opponent has 7 3/3's and you have one minion with shining, it will become a 21/21. The worse off you are, the stronger the effect is. A shining minion's stats will continue to change to keep the board balanced. Its stats will not decrease below its base stats. There's probably something insanely broken about this effect that I haven't noticed.
Clairvoyant is a keyword that activates when a minion is played, similar to a Battlecry or Joust. When played, reveal a random card from your deck and activate the played minions effect based on the type of card drawn. The revealed card is then placed back into the deck.
When a minion has Fuse (N): X, then N of your turns after it comes into play, at the end of your turn, X happens. So, if you play a minion with Fuse (2): Deal 5 damage to the enemy hero, then nothing happens at the end of the first turn when you play it, but and the end of your second turn, it will deal 5 damage to the enemy hero. Fuse effects happens just once. Also, they do not trigger on death, so if you kill them, the effects never happens. If the minion comes into play from out side your hand (e.g., from a Piloted Shredder) the effect will still happen. It counts as N of your turns, so if it comes into play on your opponent's turn, a Fuse (1) minion would trigger at the end of your first turn if it survives. Here are some examples:
When a minion has Fuse (N): X, then N of your turns after it comes into play, at the end of your turn, X happens. So, if you play a minion with Fuse (2): Deal 5 damage to the enemy hero, then nothing happens at the end of the first turn when you play it, but and the end of your second turn, it will deal 5 damage to the enemy hero. Fuse effects happens just once. Also, they do not trigger on death, so if you kill them, the effects never happens. If the minion comes into play from out side your hand (e.g., from a Piloted Shredder) the effect will still happen. It counts as N of your turns, so if it comes into play on your opponent's turn, a Fuse (1) minion would trigger at the end of your first turn if it survives. Here are some examples:
Next Keyword: Mercenary
Pretty cool idea. A little bit complicated, but still interesting. I think it should happen every N turns though.
Pretty cool idea. A little bit complicated, but still interesting. I think it should happen every N turns though.
Thanks! That would probably be a good idea, since it would give it more versatility. Dwarven Mortar team would probably still work as Fuse(2) then, but you could just renumber Gnomish Chronogineer as Fuse(3) and Archimonde as Fuse(5)
A unit with Phantasm can't be targeted by spells or hero powers. However, when it takes damage from an enemy, it is destroyed. If it takes damage from a friendly source, like Hellfire or a friendly Mad Bomber, then it doesn't die. Here are some examples:
Minions with Ancient can't attack. In 2 turns after entering the battlefield, they silence themselves. This is tracked by a number where the effect symbol usually goes. If it reads "Ancient: Do X", you do the effect after it becomes silenced.
Since there wasn't a keyword from the last post I'll make one.
Sacrifice is a keyword for minions and weapons only. When a minion with Sacrifice is in play, you have the option to destroy said minion to discount the mana cost of another minion in your hand by X amount.
Dash is a minion keyword. When a minion has Dash: (X), you can pay X mana so that it can't be targeted by minions until the start of your next turn. If it has Taunt, then Taunt is suspended while this is in effect, like with Immune and Stealth. Here are some examples:
At the end of any turn when you have at least X unused mana crystals, return the minion to its original stats. It removes buffs (although not effects such as taunt) as well as any accumulated damage.
enforce: summon 1/1 silver recruit. simple. paladin hero power: 2 mana: enforce. (if youll notice, this is NOT a paladin keyword, because until now one neutral card already has it)
wtf hearthcards, had to attatch
next keyword: obey.
(i dont care if your obey is mind-control, as long as the card changes to "obey cap")
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Arcane would replace "Whenever you cast a spell" and the opposite of this would be Dark Arcane
Examples: Mana Wyrm: Arcane: Gain +1/0, Trade Prince Gallywix : Dark Arcane: Gain a copy of the spell and give your opponent a coin, Lorewalker Cho: Arcane and Dark Arcane: give the other player a copy of the spell
Next Keyword: Oblivious
Wants to play Captain Cookie Druid because why not?
Oblivious: Is unaffected by spells.
This includes buffs, Board clears, debuffs, single target removal and board wipes. If it's a spell it won't do shit.
Oblivious is a minion only keyword.
Examples:
Next: Dodge.
Dodge: X - When minion takes damage, X damage is ignored. Damage can be reduced to 0. (So for instance Dodge: 1 will ignore 1 damage when the minion takes damage. If it's 1, the damage is reduced to 0. 2 would be reduced to 1, 3 to 2, and so forth and so on.)
Next: Shine or Shining
A minion with shining will adjust its stats so that the total attack and health on both sides of the board is equal. So, if your opponent has 7 3/3's and you have one minion with shining, it will become a 21/21. The worse off you are, the stronger the effect is. A shining minion's stats will continue to change to keep the board balanced. Its stats will not decrease below its base stats. There's probably something insanely broken about this effect that I haven't noticed.
Next Keyword: Clairvoyant / Clairvoyance.
Clairvoyant is a keyword that activates when a minion is played, similar to a Battlecry or Joust. When played, reveal a random card from your deck and activate the played minions effect based on the type of card drawn. The revealed card is then placed back into the deck.
Next keyword: Fuse.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Mercenary (X): Starting the turn after you play this minion, at the end of your turn, you must pay X amount of mana or this minion will be destroyed.
Think of it sort of like an optional overload, but if you don't pay up, you lose the minion
Minions with Mercenary are often over-statted minions/minions with insane effects for their cost
Examples
(Clever name, I know)
Not 100% sure on balance here it might be really OP but it might be really UP
Next Keyword: Eclipse
Dank Memes and Broken Dreams
Mercenary: Summon minions as specified on the card. If the minion with Mercenary dies, all minions summoned by the mercenary are instantly destroyed.
Examples:
Next: Flee!
Eclipse: This ability lasts until your next turn.
Brawl: If this minion survives damage from a minion, do X.
Next Keyword: Phantasm/Illusion
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Minions with Ancient can't attack. In 2 turns after entering the battlefield, they silence themselves. This is tracked by a number where the effect symbol usually goes. If it reads "Ancient: Do X", you do the effect after it becomes silenced.
Since there wasn't a keyword from the last post I'll make one.
Sacrifice is a keyword for minions and weapons only. When a minion with Sacrifice is in play, you have the option to destroy said minion to discount the mana cost of another minion in your hand by X amount.
Next keyword: Dash
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Maintain: X
At the end of any turn when you have at least X unused mana crystals, return the minion to its original stats. It removes buffs (although not effects such as taunt) as well as any accumulated damage.
Next keyword: Rust.
Behave: Does something until this minion attacks.
Basically it forces you to choose between getting damage and getting the card's effect.
Next keyword: Enforce
>Triggering secrets after Mysterious Challenger
enforce: summon 1/1 silver recruit. simple. paladin hero power: 2 mana: enforce. (if youll notice, this is NOT a paladin keyword, because until now one neutral card already has it)
wtf hearthcards, had to attatch
next keyword: obey.
(i dont care if your obey is mind-control, as long as the card changes to "obey cap")