So I think something like this can add a new interesting dynamic and interaction to the game, as well as a new animation. These cards would be able to be used/played from hand on your opponents turn.
Example: Reactive: When your opponent plays/does X do Y
The keyword would refer to minions, non minion based cards would just have the reactive effect listed on the card.
For example a similar mechanic to instants in MTGA right? I agree, though it makes the gameplay too long as it is in MTGA when you or opponent have to click pass when it offers each player the option to use the reactive card in hand.
I do agree that potentially it could make the game that much longer, but i think that with real world gameplay it would only add a small bit of additional time for targeting (like you see when an opponent targets your card on their turn) and for an effect to resolve or for the opponent to cancel their decision.
How is this different than a secret? I get that you could do more with reactive, but that sounds like what the secret cards do already. Your opponent does something which triggers another event to take place (e.i. deal damage, summon a minion, gain armor, etc.)
The difference is you get to chose when you want to activate the card, a secret can be countered without the possibility of you stopping it, ie playing coin to counter a counterspell. You have the freedom of choice 100%. You cant play secrets Reactively in response to an opponents decision on the fly, on their turn.
I actually like the idea of "instants" although the way Blizzard structures the current game, there's no option to allow a player to engage during their opponents turn. Like, it's just not in the framework. I assume the game would need an overhaul to add that kind of functionality.
I know a lot of people are just saying 'secrets' in response, but I do like the basic design idea of what you're proposing - which is essentially to have a minion keyword that drives an action to happen during your opponents turn ala Swamp King Dred. This is inherently different than a secret because your opponent knows what to expect but it could create interesting board states that force them to act differently and may disrupt combos and such.
I think it's a pretty cool idea! Maybe call it disrupt or ambush. Dred, for example, could read Disrupt: When your opponent plays a minion, attack it. Other ideas could revolve around countering spells, forcing discards, buffing/debuffing minions, interacting with deathrattles.
While I like the idea, I do think it wouldnt work in the current build of the programming. For example, Discover was created to mitigate some of the truly random effects and offering some choice and strategy based on the current board state and gameplay. Discover is perhaps one of the best RNG elements of Hearthstone.
I think have both of the ideas combined, Reactive AND Secrets.
So you play a secret as normal, then when it comes time to activate the secret, it prompts you with a simple question "Do you wish to trigger 'this secret'?." The default is always Yes, in case you missed the trigger or time out. The timing would be very minimal though because you do not want this to be an annoyance either. I say at most 10 seconds. If you do nothing, then it triggers like it always did and nothing changed. If you decide not to trigger the secret, then the game proceeds as it was before, as if no secret was played or triggered.
So I think something like this can add a new interesting dynamic and interaction to the game, as well as a new animation. These cards would be able to be used/played from hand on your opponents turn.
Example: Reactive: When your opponent plays/does X do Y
The keyword would refer to minions, non minion based cards would just have the reactive effect listed on the card.
I think it would be good. They've already done this to a certain degree with Swamp King Dread. More cards like that would be good for the game IMO.
If you playing against someone with reactive, then you will be worried for every action you will be doing because of that mechanic. 0 out of 5, worst mechanic ever.
I dont wanna advertise my fan made cards, so ill show you little details instead.
i have this similar feature called “Guard”, it is 4 mana minions that stays as dormant and hides its informantion, works like Bear Trap (If the enemy hero doesnt attack, it will be summoned at start of your turn). So basically its a slow but defensive tool to play it.
The reason why this Is a good mechanic is because there is only one possible thing that will happen to you if you attack enemy hero, no need to worry about Counter spell or such. Your mechanic will also form Hearthstone into MTG.
Just play the secret or create better defensive mechanic like I did.
So I think something like this can add a new interesting dynamic and interaction to the game, as well as a new animation. These cards would be able to be used/played from hand on your opponents turn.
Example: Reactive: When your opponent plays/does X do Y
The keyword would refer to minions, non minion based cards would just have the reactive effect listed on the card.
For example a similar mechanic to instants in MTGA right? I agree, though it makes the gameplay too long as it is in MTGA when you or opponent have to click pass when it offers each player the option to use the reactive card in hand.
I do agree that potentially it could make the game that much longer, but i think that with real world gameplay it would only add a small bit of additional time for targeting (like you see when an opponent targets your card on their turn) and for an effect to resolve or for the opponent to cancel their decision.
"and new animations"... really you listed that as a plus?
No just listing it because thats something that would naturally come with the territory
How is this different than a secret? I get that you could do more with reactive, but that sounds like what the secret cards do already. Your opponent does something which triggers another event to take place (e.i. deal damage, summon a minion, gain armor, etc.)
Secrets.
Fun > Meta
The difference is you get to chose when you want to activate the card, a secret can be countered without the possibility of you stopping it, ie playing coin to counter a counterspell. You have the freedom of choice 100%. You cant play secrets Reactively in response to an opponents decision on the fly, on their turn.
I actually like the idea of "instants" although the way Blizzard structures the current game, there's no option to allow a player to engage during their opponents turn. Like, it's just not in the framework. I assume the game would need an overhaul to add that kind of functionality.
I know a lot of people are just saying 'secrets' in response, but I do like the basic design idea of what you're proposing - which is essentially to have a minion keyword that drives an action to happen during your opponents turn ala Swamp King Dred. This is inherently different than a secret because your opponent knows what to expect but it could create interesting board states that force them to act differently and may disrupt combos and such.
I think it's a pretty cool idea! Maybe call it disrupt or ambush. Dred, for example, could read Disrupt: When your opponent plays a minion, attack it. Other ideas could revolve around countering spells, forcing discards, buffing/debuffing minions, interacting with deathrattles.
While I like the idea, I do think it wouldnt work in the current build of the programming. For example, Discover was created to mitigate some of the truly random effects and offering some choice and strategy based on the current board state and gameplay. Discover is perhaps one of the best RNG elements of Hearthstone.
I think have both of the ideas combined, Reactive AND Secrets.
So you play a secret as normal, then when it comes time to activate the secret, it prompts you with a simple question "Do you wish to trigger 'this secret'?." The default is always Yes, in case you missed the trigger or time out. The timing would be very minimal though because you do not want this to be an annoyance either. I say at most 10 seconds. If you do nothing, then it triggers like it always did and nothing changed. If you decide not to trigger the secret, then the game proceeds as it was before, as if no secret was played or triggered.
I think it would be good. They've already done this to a certain degree with Swamp King Dread. More cards like that would be good for the game IMO.
This is a really bad idea.
If you playing against someone with reactive, then you will be worried for every action you will be doing because of that mechanic. 0 out of 5, worst mechanic ever.
I dont wanna advertise my fan made cards, so ill show you little details instead.
i have this similar feature called “Guard”, it is 4 mana minions that stays as dormant and hides its informantion, works like Bear Trap (If the enemy hero doesnt attack, it will be summoned at start of your turn). So basically its a slow but defensive tool to play it.
The reason why this Is a good mechanic is because there is only one possible thing that will happen to you if you attack enemy hero, no need to worry about Counter spell or such. Your mechanic will also form Hearthstone into MTG.
Just play the secret or create better defensive mechanic like I did.
I like elementals and totems.
So here’s how this could work... let me know if this is what you had in mind.
Reactive Taunter Dude: Your hero is attacked.
3 mana 2/2 taunt
There is no way to stop the reactive going off even if you wish it wasn’t played. It functions sort of like secrets from your hand.
If I have this correctly let me know, I’ve got thoughts on this if I understand it.