It has been a long held belief of mine that Secrets should have never been Class Specific. Hearthstone has a problem with allowing people to interact during other people's turns, and Secrets are a great way of doing that, as the other player still has the ability to play around them and they aren't..... out of nowhere since you have to play them a turn prior.
This leads us to Shaman. Shaman's secrets would fit right in at 1 mana, with Overload (2) attached to them. This allows Shaman to play their secrets early but requires much more thought put into when to play them since it will eat into your other turn. Part of the design space this opens up is:
Secrets that require you to be Overloaded to do something. This allows Shaman secrets to be much more dynamic than other secrets, since while they are scale able (This one can deal anywhere from 2-20 damage), there's also a chance you can whiff (since you might not be overloaded when they play something.
Doing this would also make cheating out certain secrets with cards like Mad Scientist that much worse, helping diversify how classes go about using Secrets.
Then, because of Overload, we also have the option of just printing much stronger secrets than what Paladin would be able to get, so we can look at what they have as well:
Compared to Competitive Spirit, this is much much more offensive, even if it only lasts one turn, simply because there is less you can do on that turn to break this. The fact that this costs "3" mana allows it to work much better for offensive decks than Spirit.
This might need the Overload stipulation that Backburner has, +X where X is Overloaded mana, simply because this might be too powerful if cheated out. Might make it too powerful since you could possibly gain +70 attack though.
And finally, we could give Shaman something it desperately needs; stipulated Card Draw.
This does not go into a Aggro deck, simply because your opponent is going to be focusing on clearing your minions rather than attacking you in the face. Rather, this is a good control tool that can draw you cards when you need it, but isn't going to save your skin from the opponent like Ice Block or Evasion will.
One of the biggest problems Shaman faces is that it has no card draw so Control decks have to Topdeck exactly what they need when they need it, but you can't give Shaman straight up card draw or else Aggro decks run away with it. This solves that problem in that the opponent has to attack into you knowing that you *might* be drawing an answer to the big threat they just played. Again, might need the "Draw X, where X is Overloaded mana crystals" stipulation because Mad Scientist exists, but drawing 6+ cards after a Elemental Destruction might be a little crazy.
As a final note, making all Shaman Secrets work based on overload at a given time makes stealing the secrets that much worse, so I'm hesitant to say that's what needs to happen to all of them.
I'm sorry you feel that way about both Secrets and Shaman.
Secrets lead to exciting games and allow both players to be "active" on eachother's turns, so I personally would love to see the mechanic spread out to other classes.
Shaman's just my favorite class because I like Aggro/Tempo/Midrange and Shaman is perfect for that :P
Hi, one thing i would advise you is to look up how r effects, keywords and specific words (like Attack, not Atk) phrased on existing cards. It might seem insignificant to you, but badly worded cards, however good or bad, almost instantly turn most ppl away and that is always a shame, since then the effort you put into your designs will be wasted.
I dunno if it's my Magic background throwing me off or what, but I always seem to use the wrong terms when making cards. I'll definitely be checking that page out more from now on
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It has been a long held belief of mine that Secrets should have never been Class Specific. Hearthstone has a problem with allowing people to interact during other people's turns, and Secrets are a great way of doing that, as the other player still has the ability to play around them and they aren't..... out of nowhere since you have to play them a turn prior.
This leads us to Shaman. Shaman's secrets would fit right in at 1 mana, with Overload (2) attached to them. This allows Shaman to play their secrets early but requires much more thought put into when to play them since it will eat into your other turn. Part of the design space this opens up is:
Secrets that require you to be Overloaded to do something. This allows Shaman secrets to be much more dynamic than other secrets, since while they are scale able (This one can deal anywhere from 2-20 damage), there's also a chance you can whiff (since you might not be overloaded when they play something.
Doing this would also make cheating out certain secrets with cards like Mad Scientist that much worse, helping diversify how classes go about using Secrets.
Then, because of Overload, we also have the option of just printing much stronger secrets than what Paladin would be able to get, so we can look at what they have as well:
Compared to Competitive Spirit, this is much much more offensive, even if it only lasts one turn, simply because there is less you can do on that turn to break this. The fact that this costs "3" mana allows it to work much better for offensive decks than Spirit.
This might need the Overload stipulation that Backburner has, +X where X is Overloaded mana, simply because this might be too powerful if cheated out. Might make it too powerful since you could possibly gain +70 attack though.
And finally, we could give Shaman something it desperately needs; stipulated Card Draw.
This does not go into a Aggro deck, simply because your opponent is going to be focusing on clearing your minions rather than attacking you in the face. Rather, this is a good control tool that can draw you cards when you need it, but isn't going to save your skin from the opponent like Ice Block or Evasion will.
One of the biggest problems Shaman faces is that it has no card draw so Control decks have to Topdeck exactly what they need when they need it, but you can't give Shaman straight up card draw or else Aggro decks run away with it. This solves that problem in that the opponent has to attack into you knowing that you *might* be drawing an answer to the big threat they just played. Again, might need the "Draw X, where X is Overloaded mana crystals" stipulation because Mad Scientist exists, but drawing 6+ cards after a Elemental Destruction might be a little crazy.
As a final note, making all Shaman Secrets work based on overload at a given time makes stealing the secrets that much worse, so I'm hesitant to say that's what needs to happen to all of them.
Cancer mechanic for a cancer class, no thanks
Hi, one thing i would advise you is to look up how r effects, keywords and specific words (like Attack, not Atk) phrased on existing cards. It might seem insignificant to you, but badly worded cards, however good or bad, almost instantly turn most ppl away and that is always a shame, since then the effort you put into your designs will be wasted.
This topic is a good place to start, if you're interested - Hearthstone Card Creation - A Primer.
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Done, thank you :D
I dunno if it's my Magic background throwing me off or what, but I always seem to use the wrong terms when making cards. I'll definitely be checking that page out more from now on