So I came up with an idea for a game mechanic that has probably been thought of by someone else as well. Here it is. Deepfreeze- Deepfrozen characters lose their next attack and effects do not trigger until the end of their next turn. The mechanic is similar to the Freeze mechanic, where the frozen character cannot attack during their next turn, but also cancels the effect for a turn. If you still cannot picture this, imagine the following situation. You are playing against a Mage. It is turn 10 and both boards are empty. You play Dirty Rat and you pull out Archmage Antonidas from their hand. You then play a spell that deepfreezes a minion onto Antonidas and end your turn. Your opponent plays a spell, and they do not get a fireball from Antonidas and ends the turn. At the end of that turn, the deep freeze effect ends, and your opponent can get a fireball from Antonidas. While it would be up to the devs, I don't think that end of turn effects should trigger on a deep-frozen character (so Ragnaros doesn't deal 8 damage).
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I'm Nate and I enjoy writing. I got kicked off of my school newspaper so I figured I'd bring my passion to my favorite game.
Freeze is good enough as is. Blizzard just got rid of the Enrage keyword for not having enough enrage minions (I think the count was 9) and also for coming up with similar and superior effects on other cards. I would imagine you would have less than 9 cards with the Deepfreeze keyword. If you made more than that this game would turn into and be dubbed Freezestone. I can't imagine many players would want to play in that world. If you want to make a card with that effect all you would have to do is add the phrase "AND its effects" to the end of the freeze card. Absolutely no need for a keyword.
What? No. I'd agree we need more effects that inreracts or negates card effects like Battlecries, Deathrattles, etc. But this is just boring and uninspired.
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So I came up with an idea for a game mechanic that has probably been thought of by someone else as well. Here it is. Deepfreeze- Deepfrozen characters lose their next attack and effects do not trigger until the end of their next turn. The mechanic is similar to the Freeze mechanic, where the frozen character cannot attack during their next turn, but also cancels the effect for a turn. If you still cannot picture this, imagine the following situation. You are playing against a Mage. It is turn 10 and both boards are empty. You play Dirty Rat and you pull out Archmage Antonidas from their hand. You then play a spell that deepfreezes a minion onto Antonidas and end your turn. Your opponent plays a spell, and they do not get a fireball from Antonidas and ends the turn. At the end of that turn, the deep freeze effect ends, and your opponent can get a fireball from Antonidas. While it would be up to the devs, I don't think that end of turn effects should trigger on a deep-frozen character (so Ragnaros doesn't deal 8 damage).
I'm Nate and I enjoy writing. I got kicked off of my school newspaper so I figured I'd bring my passion to my favorite game.
That seems like a really specific tech card effect. What is the purpose of such a convoluted mechanic?
Freeze is good enough as is. Blizzard just got rid of the Enrage keyword for not having enough enrage minions (I think the count was 9) and also for coming up with similar and superior effects on other cards. I would imagine you would have less than 9 cards with the Deepfreeze keyword. If you made more than that this game would turn into and be dubbed Freezestone. I can't imagine many players would want to play in that world. If you want to make a card with that effect all you would have to do is add the phrase "AND its effects" to the end of the freeze card. Absolutely no need for a keyword.
It sounds interesting but tricky to implement.
What? No. I'd agree we need more effects that inreracts or negates card effects like Battlecries, Deathrattles, etc. But this is just boring and uninspired.