I love theoricrafting and making custom cards, and I came up with a mechanic - Glitter. Whenever the condition for Glitter is met, the spell with Glitter is automatically cast again. This effect lasts for the rest of the game. As you will see Glitter resembles Quests a bit in a sense you have to perform particular actions to get the reward. This is like a repeatable in-game quest. IMPORTANT NOTE - Glitter effects of spell copies don't stack (because these copies are not actual spells like ones from Deck of Wonders or Fal'dorei Strider)! For this time I created nine cards named Oaths, one for each class which contain the keyword Glitter.
Here they are:
These nine cards fit into already existing archetypes or try to push a new one.
Rogue: Obviously, it perfectly fits into Kingsbane deck, allowing you to get rid of some clunky weapon buffs such as Naga Corsair and Southsea Squidface and replace them with removals or anything else. Maybe even Kidnapper would finally see play! A minor note - I just realised two Youthful Brewmasters make this buff infinite that's why pretend the Glitter effect says: "Return an enemy minion to your opponent's hand." Oops! :D
Priest: Don't get me wrong, Raza Priest in its current form is busted and not fun to play against, but when Raza the Chained rotates out, this card can help the archetype without breaking it. I think it is pretty balanced and makes you to tweak the deck significantly which is also a good thing.
Paladin: This card's main goal is to give Control Paladin some hope. I played a lot of it through the whole Hearthstone history but it has never been so pathetic like it is now. It's extremely hard to control the board when all the classes have aggro options with tons of value and win-more cards. This card meets two requirements - it works perfectly with Lesser Pearl Spellstone and Val'anyr; and it helps to stay alive against aggro a lot.
Druid: This one is a bit tricky - it gives you permanent Spell Damage for the rest of the game like if you had Jungle Moonkin's effect without itself. The effect obviously stacks. Its best usage is in Malygos-like decks. Since this effect is very powerful, the card costs 4 mana, which is pretty heavy tempo loss and the Glitter effect is not easy to trigger. On average you'll be able to trigger it 3-6 times per game. I'd say it doesn't break the game but I admit it can be clear only after playtesting.
Shaman: There is an OTK Shaman deck in Standard using Grumble, Worldshaker but it is extremely hard to pull off against meta decks. If such a card existed it would help the deck a lot. In general this card helps Control Shaman a lot - you clear the board and draw cards at the same time. Control Shaman right now suffers the same problems Control Paladin does and a little bit of help would be awesome. Also Shaman doesn't have any really good ways to draw cards right now (and haven't ever had, honestly saying).
Warrior: The idea is to help Control Warrior (control again :D) cope with midrange and tempo decks. It costs 6 mana so that it is not attractive for face and aggro decks (most of them don't need such a trinket anyway). Let's say you have about 5 weapons in your deck (2 Blood Razors, 2 Bladed Gauntlets and Woecleaver). With this tool you can strengthen your Recruit Warrior deck. By turn 6 you'll easily have a weapon with one charge, allowing you to destroy two minions this turn.
Warlock: I love the mechanic of destroying your own mana crystals and it is almost not used. Poor Felguard was never played. With some more cards destroying your mana crystals a new version of Handlock is possible. You don't run demons, you use Bloodreaver Gul'dan when you summoned enough demons. This card gives significant board presence at any point of the game but doesn't support aggro.
Mage: Mage one is pretty straightforward but while looking like a burn/face card it is actually a control tool. You can't play it in Secret Mage, it's too costly and by turn 9 you've played all your secrets. If you want to squeeze all the value from the card, you'll have to hold your secrets till you go full firework.
Hunter: And the last but not the least, hunter spell supports the new minionless archetype also motivating you to play slower than you'd usually do. While it's still a heavy tempo loss on turn ten, the next turn and further you become the king of tempo. Your main goal is to survive till turn ten and not empty your hand faster than necessary.
These were nine cards featuring my idea of Glitter mechanic! I hope you liked it :)
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Hello to everyone reading this post!
I love theoricrafting and making custom cards, and I came up with a mechanic - Glitter. Whenever the condition for Glitter is met, the spell with Glitter is automatically cast again. This effect lasts for the rest of the game. As you will see Glitter resembles Quests a bit in a sense you have to perform particular actions to get the reward. This is like a repeatable in-game quest. IMPORTANT NOTE - Glitter effects of spell copies don't stack (because these copies are not actual spells like ones from Deck of Wonders or Fal'dorei Strider)! For this time I created nine cards named Oaths, one for each class which contain the keyword Glitter.
Here they are:
These nine cards fit into already existing archetypes or try to push a new one.
Rogue: Obviously, it perfectly fits into Kingsbane deck, allowing you to get rid of some clunky weapon buffs such as Naga Corsair and Southsea Squidface and replace them with removals or anything else. Maybe even Kidnapper would finally see play! A minor note - I just realised two Youthful Brewmasters make this buff infinite that's why pretend the Glitter effect says: "Return an enemy minion to your opponent's hand." Oops! :D
Priest: Don't get me wrong, Raza Priest in its current form is busted and not fun to play against, but when Raza the Chained rotates out, this card can help the archetype without breaking it. I think it is pretty balanced and makes you to tweak the deck significantly which is also a good thing.
Paladin: This card's main goal is to give Control Paladin some hope. I played a lot of it through the whole Hearthstone history but it has never been so pathetic like it is now. It's extremely hard to control the board when all the classes have aggro options with tons of value and win-more cards. This card meets two requirements - it works perfectly with Lesser Pearl Spellstone and Val'anyr; and it helps to stay alive against aggro a lot.
Druid: This one is a bit tricky - it gives you permanent Spell Damage for the rest of the game like if you had Jungle Moonkin's effect without itself. The effect obviously stacks. Its best usage is in Malygos-like decks. Since this effect is very powerful, the card costs 4 mana, which is pretty heavy tempo loss and the Glitter effect is not easy to trigger. On average you'll be able to trigger it 3-6 times per game. I'd say it doesn't break the game but I admit it can be clear only after playtesting.
Shaman: There is an OTK Shaman deck in Standard using Grumble, Worldshaker but it is extremely hard to pull off against meta decks. If such a card existed it would help the deck a lot. In general this card helps Control Shaman a lot - you clear the board and draw cards at the same time. Control Shaman right now suffers the same problems Control Paladin does and a little bit of help would be awesome. Also Shaman doesn't have any really good ways to draw cards right now (and haven't ever had, honestly saying).
Warrior: The idea is to help Control Warrior (control again :D) cope with midrange and tempo decks. It costs 6 mana so that it is not attractive for face and aggro decks (most of them don't need such a trinket anyway). Let's say you have about 5 weapons in your deck (2 Blood Razors, 2 Bladed Gauntlets and Woecleaver). With this tool you can strengthen your Recruit Warrior deck. By turn 6 you'll easily have a weapon with one charge, allowing you to destroy two minions this turn.
Warlock: I love the mechanic of destroying your own mana crystals and it is almost not used. Poor Felguard was never played. With some more cards destroying your mana crystals a new version of Handlock is possible. You don't run demons, you use Bloodreaver Gul'dan when you summoned enough demons. This card gives significant board presence at any point of the game but doesn't support aggro.
Mage: Mage one is pretty straightforward but while looking like a burn/face card it is actually a control tool. You can't play it in Secret Mage, it's too costly and by turn 9 you've played all your secrets. If you want to squeeze all the value from the card, you'll have to hold your secrets till you go full firework.
Hunter: And the last but not the least, hunter spell supports the new minionless archetype also motivating you to play slower than you'd usually do. While it's still a heavy tempo loss on turn ten, the next turn and further you become the king of tempo. Your main goal is to survive till turn ten and not empty your hand faster than necessary.
These were nine cards featuring my idea of Glitter mechanic! I hope you liked it :)
"The Naaru have not forgotten us!"