I need some help balancing a card I've been working on a for a custom expansion. But first, I should probably explain the keyword on it.
This text could be put in italics at the bottom of the card, but making it into a keyword looks a lot cleaner and saves a small amount of space. This is a way to make minions with a triggered effect that won't spiral out of control. Some minions with Impulse are similar to secrets attached to a body, like this one:
This looks really strong at first, but many control decks won't really care about the effect because they don't have many minions. If your opponent does have minions, then this will act as a 6 mana 4/7 taunt, or your opponent will ignore it if they have no spells. Even if they do have a spell, they can use a simple coin or 1-mana spell to proc it. For these reasons I feel like this should have a stronger body, or have the impulse removed. Maybe this should be on a smaller body and mana cost. What do you guys think?
The closest card I can think of is Trade Prince Gallywix. Be careful comparing them because of the different classes, rarity and the time Gallywix was around in (giving coins to tempo mage and combo druid was a problem), but at first glance it doesn't look like it would be that strong. After all your opponent could just use his minions to trade instead if the effect was going to do anything.
Another way of wording this effect (if it had no other text) would be; "When your opponent casts a spell, deal damage to all enemy minions equal to its Cost, then Silence this." The silence after the trigger would prevent it from activating again, but would also remove buffs and other useful effects (if you wanted to pair this effect with Deathrattle for instance).
I was scrolling around... and I saw the keyword Impulse and suddenly jumped. Why? Because I've made this:
This means that the card was drawn earlier this turn, or somehow added to your hand earlier this turn. So, cards from Yogg-Saron and other RNG effects that aren't added to you hand will never trigger impulse. In addition, cards added into your hand during your opponent's turn can't trigger impulse!
Ignore the dragon tag on the last one, it's a mistake.
You do have an interesting concept though. As Teknician recommended, it would be more likely for blizzard just to add "When X happens, do Y and silence this" than make an entirely new keyword.
I would word it as "The first time..." instead of "Impulse: When...".
As for the card itself. It's got low stats but they are very well distributed, I'd rather have a 4/7 than a 6/6 in any slower deck. I think it is a balanced card, strong against both control (just by being a high-value card, not for the text) and against faster decks that rely on spells combined small minions (Tempo Mage, Evolve Shaman, Token Druid). Minion/weapon based aggro decks won't have any issues dealing with this, and midrange decks will often be able to toss a cheap spell that doesn't affect their board greatly.
My one criticism is that I don't see how this fits Shaman, it seems more like a Mage effect or a Neutral card, but then again Shaman has a fairly weak class identity so I won't hold that against the card.
Greetings HearthPwners,
I need some help balancing a card I've been working on a for a custom expansion. But first, I should probably explain the keyword on it.
This text could be put in italics at the bottom of the card, but making it into a keyword looks a lot cleaner and saves a small amount of space. This is a way to make minions with a triggered effect that won't spiral out of control. Some minions with Impulse are similar to secrets attached to a body, like this one:
This looks really strong at first, but many control decks won't really care about the effect because they don't have many minions. If your opponent does have minions, then this will act as a 6 mana 4/7 taunt, or your opponent will ignore it if they have no spells. Even if they do have a spell, they can use a simple coin or 1-mana spell to proc it. For these reasons I feel like this should have a stronger body, or have the impulse removed. Maybe this should be on a smaller body and mana cost. What do you guys think?
The closest card I can think of is Trade Prince Gallywix. Be careful comparing them because of the different classes, rarity and the time Gallywix was around in (giving coins to tempo mage and combo druid was a problem), but at first glance it doesn't look like it would be that strong. After all your opponent could just use his minions to trade instead if the effect was going to do anything.
Another way of wording this effect (if it had no other text) would be; "When your opponent casts a spell, deal damage to all enemy minions equal to its Cost, then Silence this." The silence after the trigger would prevent it from activating again, but would also remove buffs and other useful effects (if you wanted to pair this effect with Deathrattle for instance).
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
I was scrolling around... and I saw the keyword Impulse and suddenly jumped. Why? Because I've made this:
This means that the card was drawn earlier this turn, or somehow added to your hand earlier this turn. So, cards from Yogg-Saron and other RNG effects that aren't added to you hand will never trigger impulse. In addition, cards added into your hand during your opponent's turn can't trigger impulse!
Ignore the dragon tag on the last one, it's a mistake.
You do have an interesting concept though. As Teknician recommended, it would be more likely for blizzard just to add "When X happens, do Y and silence this" than make an entirely new keyword.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
I would word it as "The first time..." instead of "Impulse: When...".
As for the card itself. It's got low stats but they are very well distributed, I'd rather have a 4/7 than a 6/6 in any slower deck. I think it is a balanced card, strong against both control (just by being a high-value card, not for the text) and against faster decks that rely on spells combined small minions (Tempo Mage, Evolve Shaman, Token Druid). Minion/weapon based aggro decks won't have any issues dealing with this, and midrange decks will often be able to toss a cheap spell that doesn't affect their board greatly.
My one criticism is that I don't see how this fits Shaman, it seems more like a Mage effect or a Neutral card, but then again Shaman has a fairly weak class identity so I won't hold that against the card.