So that card restarts whole game, the only thing that changes is the fact that both heroes start with 10 mana. Interesting concept, but not very practical. I think that a time related cards those warp only one thing (board, hero health, hand, weapon, secrets, mana crystals, deck) would be easier to play with. Here are some not very well thought examples by me:
Mass resurrection works a little different than just summoning all minions those have died last 2 turns. They keep their buffs, damage taken and summoning sickness/exhaustion. Also everything that was summoned to the board during your turn or your opponents turn disappear. This spell affects only board and nothing else.
Muster Courage is broken with MC, but by its own it might be a dead card. Probably terribly balanced. It affects only secrets.
Recuperate is an alternative for healing for rogue. It only affects hero's health.
Fuck muster courage. Also the wording on Recuperate should be "the amount THEY had last turn" or at the very least she. Valeera does not have a penis my friend.
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I'm here to kick ass and play cards, and I'm all out of ass.
I'll just say this because this is all there really is to say on the matter, this is an absolutely terrible idea. It's like suggesting we buff Huffer to an 8/2.
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I'm here to kick ass and play cards, and I'm all out of ass.
The restarting the game mechanic sounds interesting, but would be incredibly frustrating for a ton of players.
First of all, you would need to add text that would remove the game restarting cards from your deck, otherwise control warriors/paladins/priests could just endlessly restart the game until they have favorable outcomes, resulting in potentially mind numbingly long games they can't lose, unless you can burn them before turn 10.
Seems like a good idea, but it would be horrible for the game.
These cards would be insane, and probably pretty fun for the first few times. In fact I think control decks that use these types of cards would be awesome. Most people would just concede, I know I would.
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"I realized life is this crazy, mystical thing, and sometimes you just go out like a buster."
These cards would be insane, and probably pretty fun for the first few times. In fact I think control decks that use these types of cards would be awesome. Most people would just concede, I know I would.
Imagine a control warrior, who ropes the entire game.. you almost would have to concede.. you're looking at a 1 1/2 hour game you might end up losing anyway
The restarting the game mechanic sounds interesting, but would be incredibly frustrating for a ton of players.
First of all, you would need to add text that would remove the game restarting cards from your deck, otherwise control warriors/paladins/priests could just endlessly restart the game until they have favorable outcomes, resulting in potentially mind numbingly long games they can't lose, unless you can burn them before turn 10.
Seems like a good idea, but it would be horrible for the game.
Then we just remove the card from the deck, that's what these forums are for. Discussion.
Omg 30 mins game as Control Warrior against Priest or CW is long enough, now you want 1 hr game, probably more ? .....
Just queue again if you want to play another game ....
I see it as more of a "know what I'm up against gimmick". You might find out you'er facing a patron warrior and now you can adjust on how and when you use your cards.
Wouldn't that create infinite games as you would get those cards back into your deck? If no then they would still be broken as the player who played his "restart" card last has a huge advantage.
Then we just add text that says "remove this card from play". Simple as that.
I'll just say this because this is all there really is to say on the matter, this is an absolutely terrible idea. It's like suggesting we buff Huffer to an 8/2.
Some people seem to like the idea. Plus it's not like they're actually going to put this into the game.
Wouldn't that create infinite games as you would get those cards back into your deck? If no then they would still be broken as the player who played his "restart" card last has a huge advantage.
Then we just add text that says "remove this card from play". Simple as that.
"remove all copies of this card from play" would be better text.. you'd still be able to start a third game running 2x copies
I'll just say this because this is all there really is to say on the matter, this is an absolutely terrible idea. It's like suggesting we buff Huffer to an 8/2.
Some people seem to like the idea. Plus it's not like they're actually going to put this into the game.
If an idea sees enough positive attention it could very well end up in the game so I'm just going to be as negative as possible towards the idea to make sure that never happens. Now, I think I'll fully explain why these cards are absolutely terrible ideas.
Cards that revert anything to how it was last turn may be situational but can be so ridiculously overpowered that they could make MC look like Millhouse (an exaggeration of course but you get the point). Anything that is at or above the power level of MC should immediately be locked away and never considered for being put in the game again. Fuck all of that.
The game restart cards are a bit different, they aren't all broken as hell though some of them should be treated as stated above (Divine Vision, Time Warp, Time Warp, Divine Intervention, possibly Evil Seeds, AND DID I MENTION TIME WARP?) but some of them are pretty balanced (Earth Whispers, Totemic Force, and Scout) or even actually bad (Plan and Bait).
Assuming that the cards are removed from your deck upon use to prevent infinite games, Plan is a bad card as it puts you 1 card ahead in fatigue assuming you only run 1 copy of the card which means you will nearly always lose against any warrior not using that card and its benefit just isn't really good enough to justify that. Also it won't save you when fighting decks you had a bad matchup against to begin with (the fuck does a shaman care about your wimpy little 2/1 and 1/3 when they have Totem Golem and Flamewreathed?) and only fits in control warrior. Bait is obviously awful as no Hunter deck really wants it since they either destroy you by turn 7, don't need this card to beat you, or it's a bad matchup and they will likely end up behind again anyway. Earth Whispers is decent as Druids have better ways to gain mana (obviously) and it doesn't give them too much of an edge to begin with but just enough to matter, and it fits with the theme of some other druid cards (Tree of Life, Healing Touch, Naturalize, Malorne) of outlasting you and that's pretty cool. Honestly I wouldn't mind Earth Whispers existing but all the others can get out. Totemic Force is only listed in balanced because Shaman seriously doesn't need it to kick your ass and like the others, won't save them in their bad matchups. Scout is balanced as it doesn't restart the game, if you have been losing the game this won't change that but if you just got put in a situation where you cannot survive this will work as a quick fix. I could see it as a decent 1 of in rogue decks. Do I want to fight it though? No.
The overpowered ones are obvious and I'm not gonna bother explaining it. If you don't get it already then there's no helping you.
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I'm here to kick ass and play cards, and I'm all out of ass.
I'll just say this because this is all there really is to say on the matter, this is an absolutely terrible idea. It's like suggesting we buff Huffer to an 8/2.
Some people seem to like the idea. Plus it's not like they're actually going to put this into the game.
If an idea sees enough positive attention it could very well end up in the game so I'm just going to be as negative as possible towards the idea to make sure that never happens. Now, I think I'll fully explain why these cards are absolutely terrible ideas.
Cards that revert anything to how it was last turn may be situational but can be so ridiculously overpowered that they could make MC look like Millhouse (an exaggeration of course but you get the point). Anything that is at or above the power level of MC should immediately be locked away and never considered for being put in the game again. Fuck all of that.
The game restart cards are a bit different, they aren't all broken as hell though some of them should be treated as stated above (Divine Vision, Time Warp, Time Warp, Divine Intervention, possibly Evil Seeds, AND DID I MENTION TIME WARP?) but some of them are pretty balanced (Earth Whispers, Totemic Force, and Scout) or even actually bad (Plan and Bait).
Assuming that the cards are removed from your deck upon use to prevent infinite games, Plan is a bad card as it puts you 1 card ahead in fatigue assuming you only run 1 copy of the card which means you will nearly always lose against any warrior not using that card and its benefit just isn't really good enough to justify that. Also it won't save you when fighting decks you had a bad matchup against to begin with (the fuck does a shaman care about your wimpy little 2/1 and 1/3 when they have Totem Golem and Flamewreathed?) and only fits in control warrior. Bait is obviously awful as no Hunter deck really wants it since they either destroy you by turn 7, don't need this card to beat you, or it's a bad matchup and they will likely end up behind again anyway. Earth Whispers is decent as Druids have better ways to gain mana (obviously) and it doesn't give them too much of an edge to begin with but just enough to matter, and it fits with the theme of some other druid cards (Tree of Life, Healing Touch, Naturalize, Malorne) of outlasting you and that's pretty cool. Honestly I wouldn't mind Earth Whispers existing but all the others can get out. Totemic Force is only listed in balanced because Shaman seriously doesn't need it to kick your ass and like the others, won't save them in their bad matchups. Scout is balanced as it doesn't restart the game, if you have been losing the game this won't change that but if you just got put in a situation where you cannot survive this will work as a quick fix. I could see it as a decent 1 of in rogue decks. Do I want to fight it though? No.
The overpowered ones are obvious and I'm not gonna bother explaining it. If you don't get it already then there's no helping you.
Thanks for the input. Also I didn't edit Time Warp like I should have, I only made the others because someone pointed out the fact that the card should be neutral or all classes have their own version. But the effects of that card would apply to both characters. I'm just too lazy to remake the card.
I'll just say this because this is all there really is to say on the matter, this is an absolutely terrible idea. It's like suggesting we buff Huffer to an 8/2.
Some people seem to like the idea. Plus it's not like they're actually going to put this into the game.
If an idea sees enough positive attention it could very well end up in the game so I'm just going to be as negative as possible towards the idea to make sure that never happens. Now, I think I'll fully explain why these cards are absolutely terrible ideas.
Cards that revert anything to how it was last turn may be situational but can be so ridiculously overpowered that they could make MC look like Millhouse (an exaggeration of course but you get the point). Anything that is at or above the power level of MC should immediately be locked away and never considered for being put in the game again. Fuck all of that.
The game restart cards are a bit different, they aren't all broken as hell though some of them should be treated as stated above (Divine Vision, Time Warp, Time Warp, Divine Intervention, possibly Evil Seeds, AND DID I MENTION TIME WARP?) but some of them are pretty balanced (Earth Whispers, Totemic Force, and Scout) or even actually bad (Plan and Bait).
Assuming that the cards are removed from your deck upon use to prevent infinite games, Plan is a bad card as it puts you 1 card ahead in fatigue assuming you only run 1 copy of the card which means you will nearly always lose against any warrior not using that card and its benefit just isn't really good enough to justify that. Also it won't save you when fighting decks you had a bad matchup against to begin with (the fuck does a shaman care about your wimpy little 2/1 and 1/3 when they have Totem Golem and Flamewreathed?) and only fits in control warrior. Bait is obviously awful as no Hunter deck really wants it since they either destroy you by turn 7, don't need this card to beat you, or it's a bad matchup and they will likely end up behind again anyway. Earth Whispers is decent as Druids have better ways to gain mana (obviously) and it doesn't give them too much of an edge to begin with but just enough to matter, and it fits with the theme of some other druid cards (Tree of Life, Healing Touch, Naturalize, Malorne) of outlasting you and that's pretty cool. Honestly I wouldn't mind Earth Whispers existing but all the others can get out. Totemic Force is only listed in balanced because Shaman seriously doesn't need it to kick your ass and like the others, won't save them in their bad matchups. Scout is balanced as it doesn't restart the game, if you have been losing the game this won't change that but if you just got put in a situation where you cannot survive this will work as a quick fix. I could see it as a decent 1 of in rogue decks. Do I want to fight it though? No.
The overpowered ones are obvious and I'm not gonna bother explaining it. If you don't get it already then there's no helping you.
Thanks for the input. Also I didn't edit Time Warp like I should have, I only made the others because someone pointed out the fact that the card should be neutral or all classes have their own version. But the effects of that card would apply to both characters. I'm just too lazy to remake the card.
That does make it a bit less ridiculous. I'm still only really for Earth Whispers.
So with WoToG coming out, I'm hoping the next expansion/adventure wall have cards like this. Any more ideas?
I'm here to kick ass and play cards, and I'm all out of ass.
So here's my Ultimate game Restarting cards since we need one for each class.
oeps.... :-) sounds like fun :-)
Hooked HearthStone player
Greets SinFull
(Sin is in)
I'll just say this because this is all there really is to say on the matter, this is an absolutely terrible idea. It's like suggesting we buff Huffer to an 8/2.
I'm here to kick ass and play cards, and I'm all out of ass.
Muster Courage seems pretty broken. Not as much in standard, but wild, forget about it.
Seems ok.
The restarting the game mechanic sounds interesting, but would be incredibly frustrating for a ton of players.
First of all, you would need to add text that would remove the game restarting cards from your deck, otherwise control warriors/paladins/priests could just endlessly restart the game until they have favorable outcomes, resulting in potentially mind numbingly long games they can't lose, unless you can burn them before turn 10.
Seems like a good idea, but it would be horrible for the game.
Seems ok.
Omg 30 mins game as Control Warrior against Priest or CW is long enough, now you want 1 hr game, probably more ? .....
Just queue again if you want to play another game ....
These cards would be insane, and probably pretty fun for the first few times. In fact I think control decks that use these types of cards would be awesome. Most people would just concede, I know I would.
"I realized life is this crazy, mystical thing, and sometimes you just go out like a buster."
Seems ok.
Seems ok.
I'm here to kick ass and play cards, and I'm all out of ass.
I'm here to kick ass and play cards, and I'm all out of ass.