It's basically Doomsayer without the body, so with the exception of a Counterspell effect, it can't be stopped. Very powerful board clear with the benefit of giving you initiative on the following turn, and the drawback that it doesn't block any immediate damage. Not sure how to price it since the effect is pretty unique. What do you think?
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The complex thing about this card's mana cost is that it only seems to matter in so far as how early you can play it. You can't just play this card to clear the board and then immediately summon 6 mana worth of stuff because that stuff will die as well. If you cast it on turn ten, then that's all you will be doing, regardless of its cost. That's why balancing it is so tricky.
I think this card would be completly fine for priest to have as a tool against more aggressive decks.
when playing against paladin or warrior you do not want to overcommit either because you are playing around boardclears, and their effect happends immediatly, so how different is this as a boardclear? well it will give you the initiative on board, since your opponent can't play out any minions on their turn, priest does not have any tempo so giving them a card like this would be great! The downside is this boardclear can not prevent your opponent from having lethal, or dealing damage to your face.
I think this is a powerfull card but it is exactly what priest needs to get back into the meta. Well statted at 4 mana for the same reasons you said that if you play it on turn 10, it does not matter, since you can't play any other minions with it. 5 mana would not be any good since both Holy Nova, and Excavated Evil is on 5. If it costed 6 mana it would be useless since your aggressive opponents already would have lethal set up.
So this will be in every Priest deck, all of which will be heavy fatigue/stall/control. Every game with Priest, everything before turn 5 is irrelevant unless someone plays a bunch of deathrattle or the Counterspell. You could increase the cost, but the more the cost goes up, the more it becomes Twisting Nether for Priest.
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I like the card a lot, really good job, I just think it needs a tiny bit more counterplay. Maybe something like "At the start of your next turn, destroy 5 random minions." Sure a card like that has RNG, but it means that it works better if you're behind on board, the opponent can try flooding to protect specific minions, or play cards that summon minions for your opponent like Hungry Dragon or Leeroy Jenkins, or if both players have a lot of minions on board your opponent can sacrifice some of their minions to ensure the priest loses their minions. It also puts it more in line with cards like Brawl.
Alternatively, if you don't want to change the card text, bumping the mana cost to 5 would make it more balanced and comparable again to Brawl or even Enter the Coliseum (though that unfortunately makes it compete with Excavated Evil and Holy Nova)
Also, complete aside from when I thought of Enter the Coliseum, what if there was a priest board clear that said something like "6 mana. Destroy all minions except each player's highest Health minion?" It'd be sort of like a replacement for Lightbomb.
I kind of like it. Priest needs a more absolute board clear now without Lightbomb. The delayed trigger gives it a downside and theoretically lets your opponent counter it a bit via deathrattles that spawn other minions.
The downside is that the game is already over for Priest on turn 4 against so many decks because the class is so lacking in early game play that isn't heavily conditioned on having multiple cards to combo. If Druid gets a ridiculous 1-mana 2/2 with tribal synergy, let's see Priest get some unconditional early game taunts with big stats.
Too op. Feels like it needs a random element something like ` destroy 2 random minions or 3 whatever the min max cost is. 4 mana destroy 3 random minions is not bad imo.
Nice card and idea, but the card text should read: "At the start of your next turn, destroy all minions."
The text needs to be fixed, but not for the reason you mentioned. If you look at Doomsayer, the text is exactly the same, except "ALL" is in capital letters. That's the part that needs fixing.
Got an idea. instead of it destroying minions at the start of the next turn, it would read: "Give ALL minions a Prophecy" Hovering over the card would give the info about this Prophecy debuff, which would read: "at the END of your next turn, destroy this minion."
That wouldn't be the same effect. The strength of this card is not that it destroys all enemy minions but that it gives you initiative on the board. Priest suffers a lot on account of being a control-oriented class that doesn't have the time to cast any of its big late game threats because you're constantly having to answer the opponent's plays. With this card, you can guarantee a turn where you don't have to answer anything, and you can just drop your Ysera or Ragnaros without having to worry about leaving up their Sylvannas or Flamewaker. You don't even necessarily have to use this as a board clear. You can just use it to buy a turn if you think you're opponent is about to do something you can't handle, such as drop N'Zoth. It's that utility which separates Prophecy from other board clears.
Nice card and idea, but the card text should read: "At the start of your next turn, destroy all minions."
The text needs to be fixed, but not for the reason you mentioned. If you look at Doomsayer, the text is exactly the same, except "ALL" is in capital letters. That's the part that needs fixing.
I'm not sure about that. Because as written, technically Doomsayer would clear the board at the start of every one of your turns except that it kills itself with the effect so it doesn't trigger multiple times. With Prophecy, since it doesn't specify next turn, it could theoretically clear the board at the start of every one of your turns for the rest of the game. Especially if it's done as an effect applied to a Hero like C'Thun buffs as opposed to effects applied to minions like Corruption.
The final fixed text should read "At the start of your next turn, destroy ALL minions." It's clear, consistent with existing cards, and poses no risks of broken accidental effects.
Nice card and idea, but the card text should read: "At the start of your next turn, destroy all minions."
The text needs to be fixed, but not for the reason you mentioned. If you look at Doomsayer, the text is exactly the same, except "ALL" is in capital letters. That's the part that needs fixing.
I'm not sure about that. Because as written, technically Doomsayer would clear the board at the start of every one of your turns except that it kills itself with the effect so it doesn't trigger multiple times. With Prophecy, since it doesn't specify next turn, it could theoretically clear the board at the start of every one of your turns for the rest of the game.
Great idea. A bit of doomsayer a bit of twisting nether and smack it onto a card. I love it because it gives priest INNITIATIVE and TEMPO. Something that priest is not capable of doing outside of lucky injured blademaster combos, doomsayer (which is bad for the resurrect theme that will propably be popular) and ressurect effects. This is great. Comparing it to lightbomb is very difficult, it is delayed by a turn which means sometimes, you are just dead because the effect is too slow. Some in the comments suggest that instead of generalizing the idea of destroying all minions at the start of your next turn, it is instead a corruption cast on all CURRENT minions. People saying this think that the card is too powerful and it would be a fitting debuff. The problem with this is it gives your opponent innitiative by him being able to play minions next turn and then you are still behind and will eventually lose.
It's basically Doomsayer without the body, so with the exception of a Counterspell effect, it can't be stopped. Very powerful board clear with the benefit of giving you initiative on the following turn, and the drawback that it doesn't block any immediate damage. Not sure how to price it since the effect is pretty unique. What do you think?
IMO it's really good, and I would play it. It's basically 4 mana cast Corruption on everything. I might even raise the mana cost just in case.
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The complex thing about this card's mana cost is that it only seems to matter in so far as how early you can play it. You can't just play this card to clear the board and then immediately summon 6 mana worth of stuff because that stuff will die as well. If you cast it on turn ten, then that's all you will be doing, regardless of its cost. That's why balancing it is so tricky.
This card is amazing, you got my attention and my upvote
Looks at the art closely, oh shit boys we got neo at our side!!
yy another fool who just because something is weak wants to grossly overbuff it.. no ty
I think this card would be completly fine for priest to have as a tool against more aggressive decks.
when playing against paladin or warrior you do not want to overcommit either because you are playing around boardclears, and their effect happends immediatly, so how different is this as a boardclear? well it will give you the initiative on board, since your opponent can't play out any minions on their turn, priest does not have any tempo so giving them a card like this would be great! The downside is this boardclear can not prevent your opponent from having lethal, or dealing damage to your face.
I think this is a powerfull card but it is exactly what priest needs to get back into the meta. Well statted at 4 mana for the same reasons you said that if you play it on turn 10, it does not matter, since you can't play any other minions with it. 5 mana would not be any good since both Holy Nova, and Excavated Evil is on 5. If it costed 6 mana it would be useless since your aggressive opponents already would have lethal set up.
I love your Card idea. I think it is GREAT!
So it's Twisting Nether but costs 4 less, the enemy minions can attack and it gives you the initiative. Seems OP.
So this will be in every Priest deck, all of which will be heavy fatigue/stall/control. Every game with Priest, everything before turn 5 is irrelevant unless someone plays a bunch of deathrattle or the Counterspell. You could increase the cost, but the more the cost goes up, the more it becomes Twisting Nether for Priest.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Should be reworded so that it gives a buff to all minions similar to Corruption. Dat Purify value!
I like the card a lot, really good job, I just think it needs a tiny bit more counterplay. Maybe something like "At the start of your next turn, destroy 5 random minions." Sure a card like that has RNG, but it means that it works better if you're behind on board, the opponent can try flooding to protect specific minions, or play cards that summon minions for your opponent like Hungry Dragon or Leeroy Jenkins, or if both players have a lot of minions on board your opponent can sacrifice some of their minions to ensure the priest loses their minions. It also puts it more in line with cards like Brawl.
Alternatively, if you don't want to change the card text, bumping the mana cost to 5 would make it more balanced and comparable again to Brawl or even Enter the Coliseum (though that unfortunately makes it compete with Excavated Evil and Holy Nova)
Also, complete aside from when I thought of Enter the Coliseum, what if there was a priest board clear that said something like "6 mana. Destroy all minions except each player's highest Health minion?" It'd be sort of like a replacement for Lightbomb.
I kind of like it. Priest needs a more absolute board clear now without Lightbomb. The delayed trigger gives it a downside and theoretically lets your opponent counter it a bit via deathrattles that spawn other minions.
The downside is that the game is already over for Priest on turn 4 against so many decks because the class is so lacking in early game play that isn't heavily conditioned on having multiple cards to combo. If Druid gets a ridiculous 1-mana 2/2 with tribal synergy, let's see Priest get some unconditional early game taunts with big stats.
I don,think it s a overbuff. The meta is so agressive priest is always far behind against anything.
Too op. Feels like it needs a random element something like ` destroy 2 random minions or 3 whatever the min max cost is.
4 mana destroy 3 random minions is not bad imo.
beLIEve
Great idea. A bit of doomsayer a bit of twisting nether and smack it onto a card. I love it because it gives priest INNITIATIVE and TEMPO. Something that priest is not capable of doing outside of lucky injured blademaster combos, doomsayer (which is bad for the resurrect theme that will propably be popular) and ressurect effects. This is great. Comparing it to lightbomb is very difficult, it is delayed by a turn which means sometimes, you are just dead because the effect is too slow. Some in the comments suggest that instead of generalizing the idea of destroying all minions at the start of your next turn, it is instead a corruption cast on all CURRENT minions. People saying this think that the card is too powerful and it would be a fitting debuff. The problem with this is it gives your opponent innitiative by him being able to play minions next turn and then you are still behind and will eventually lose.
Agreed.