I think it will be better if it didn't make your minions mana treants, instead you could combined with un goro quest for pulling minions aand slowly aining mana until you could win
no its not. read it carefully. the weapon destroys druid legendary weapon and you cant reap the benifits from it. druid legendary weapon when played after is too slow as it dies in at least 4 turns.
also i dont think it would be to fun because basically you just get all the armor, draw, and taunts. (basically everyone dislikes when fighting druid). and then you just autokill them.
so i say op, and unfun.
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Rejoice, for even in death, you have become children of Thanos.
I think it will be better if it didn't make your minions mana treants, instead you could combined with un goro quest for pulling minions aand slowly aining mana until you could win
Also, OP with maiden of the lake
not op with maiden of the lake. wild decks are too strong and you would have too have maiden of the lake out the turn before you played this. this would be at minimum probably turn 7 where in wild they can definitely kill a 2/6 no problem
also i dont think it would be to fun because basically you just get all the armor, draw, and taunts. (basically everyone dislikes when fighting druid). and then you just autokill them.
so i say op, and unfun.
read the card it transforms your waterboy into a mana treant which makes it not work
not op with maiden of the lake. wild decks are too strong and you would have too have maiden of the lake out the turn before you played this. this would be at minimum probably turn 7 where in wild they can definitely kill a 2/6 no problem
I like this idea of a hero card that kind of lays dormant and is unleashed after awhile with an op affect but it needs to be a bit more unique because of a lot of hero power synergies
Imagine a hero card of a dragon which starts off as a minion egg which is uninteractable like the darkness and you have to feed it a certain amount of mana worth of minions and when it meets the requirements it changes your hero and has an affect, changes your hero power, etc
or it could be a 1/1 that starts in your hand which would be your only minion as it consumes any you play gaining stats until it becomes a hero card and cant attack enemy heroes but when it hits a minion it also hits one other random one to make up for it being your only minion, but the balancing of it would be dificult so idk
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Kobolds are almost as bad as goblins, they gotta die (⌐■_■)–︻╦╤─
At best you can set up some kind of two-turn kill, by playing 7 minions and destroying them to regain 10 mana the turn you use the hero power, however I think this card is unplayable as long as your hero power reads: destroys all your mana crystals. It’s way too slow and there would need to be a lot of re-ramping to get to your win condition.
The idea is that you would regain the mana from your minions, but that can be a huge bottleneck. All minions in your hand and deck become mana treants, so they are 2-mana 2-2’s right? You would need to play 5 of them and have them be able to attack right after hero power. You’d set them up the turn before, but opponent could kill them. Or not play anything that you can run them into.
You could probably set up some Ticking Aboms now that I think about it that you could coin naturalize to kill 6 mana treants you set up for 6 mana.
The concept is cool!! But the implementation is going to be pretty difficult especially when you have no minions left besides trees.
I like this idea of a hero card that kind of lays dormant and is unleashed after awhile with an op affect but it needs to be a bit more unique because of a lot of hero power synergies
Imagine a hero card of a dragon which starts off as a minion egg which is uninteractable like the darkness and you have to feed it a certain amount of mana worth of minions and when it meets the requirements it changes your hero and has an affect, changes your hero power, etc
or it could be a 1/1 that starts in your hand which would be your only minion as it consumes any you play gaining stats until it becomes a hero card and cant attack enemy heroes but when it hits a minion it also hits one other random one to make up for it being your only minion, but the balancing of it would be dificult so idk
At best you can set up some kind of two-turn kill, by playing 7 minions and destroying them to regain 10 mana the turn you use the hero power, however I think this card is unplayable as long as your hero power reads: destroys all your mana crystals. It’s way too slow and there would need to be a lot of re-ramping to get to your win condition.
The idea is that you would regain the mana from your minions, but that can be a huge bottleneck. All minions in your hand and deck become mana treants, so they are 2-mana 2-2’s right? You would need to play 5 of them and have them be able to attack right after hero power. You’d set them up the turn before, but opponent could kill them. Or not play anything that you can run them into.
You could probably set up some Ticking Aboms now that I think about it that you could coin naturalize to kill 6 mana treants you set up for 6 mana.
The concept is cool!! But the implementation is going to be pretty difficult especially when you have no minions left besides trees.
Thank you!! Sombody that realizes that this card isnt 10 mana win the game.
Isnt the whole point of custom hharthstone is cards that are cool and thought provoking. I want trump to review this.
Eh, so why play this with all the other ridiculous things Druid can do at 10 mana? I mean, yes, OTK possibility with the right board and floop's glorious gloop, but at that point double savage roar + branching paths would probably have won the game against most classes. Aviana/Kun Shenanigans in wild are still popular. Hakkar OTKs is in Standard. Maly Druid is still a thing, and will probably continue to be a thing. Short of specific scenarios, there isn't a lot of need for a flat out win the game card when druid can play any one of those combos. So why play this at all? The memes? It's probably underpowered if anything considering Uther dk accomplishes something similar without crippling your ability to play the game.
I like it, except for the minion transformations. If you don't want any cheesing with the Hero Power Reductions, I'd just change the text on the Hero Power to "If you have 10 mana crystals, Destroy the Enemy Hero".
It's a very unique effect, but I think you are warping too many mechanics to fit this card in and balance it. As for power balance, unless it's exploitable, it is underwhelming, but any Instant Wins usually will be by design.
I like it, except for the minion transformations. If you don't want any cheesing with the Hero Power Reductions, I'd just change the text on the Hero Power to "If you have 10 mana crystals, Destroy the Enemy Hero".
It's a very unique effect, but I think you are warping too many mechanics to fit this card in and balance it. As for power balance, unless it's exploitable, it is underwhelming, but any Instant Wins usually will be by design.
Nope i checked every card it is NOT exploitable, but you are right that hero power would be better
Hiya if you saw my last thread sorry for the mistakes. Here is the same idea but salvaged
It avoides waterboy and twig of the world tree otk's however it might be too slow
if used correctly with twig of the world tree i think that it isnt too slow
i tried to make a hero that would push ramp druid
no this is fine in wild it is not op when used with astral communion as in wild you will die if you play this (in wild)
please reply cos i like freinds
people keep saying its op with cards that change the hero power cost, its not read it carefully, or read the replys i have put
yo
I think it will be better if it didn't make your minions mana treants, instead you could combined with un goro quest for pulling minions aand slowly aining mana until you could win
Also, OP with maiden of the lake
oh nvm
OP because of the legendary Druid weapon
Fencing Coach, Waterboy, Maiden of The Lake. Does not work
no its not. read it carefully. the weapon destroys druid legendary weapon and you cant reap the benifits from it. druid legendary weapon when played after is too slow as it dies in at least 4 turns.
yo
i would not say "WAY OP" but it is pretty good IMO.
simply because of Maiden of the Lake, Waterboy, and all the ramping.
also i dont think it would be to fun because basically you just get all the armor, draw, and taunts. (basically everyone dislikes when fighting druid). and then you just autokill them.
so i say op, and unfun.
Rejoice, for even in death, you have become children of Thanos.
not op with maiden of the lake. wild decks are too strong and you would have too have maiden of the lake out the turn before you played this. this would be at minimum probably turn 7 where in wild they can definitely kill a 2/6 no problem
yo
i didnt see what you said in the first place XD
yo
no it does work as the battlecry of the hero basically deletes these cards from your hand and deck
yo
read the card it transforms your waterboy into a mana treant which makes it not work
not op with maiden of the lake. wild decks are too strong and you would have too have maiden of the lake out the turn before you played this. this would be at minimum probably turn 7 where in wild they can definitely kill a 2/6 no problem
yo
I like this idea of a hero card that kind of lays dormant and is unleashed after awhile with an op affect but it needs to be a bit more unique because of a lot of hero power synergies
Imagine a hero card of a dragon which starts off as a minion egg which is uninteractable like the darkness and you have to feed it a certain amount of mana worth of minions and when it meets the requirements it changes your hero and has an affect, changes your hero power, etc
or it could be a 1/1 that starts in your hand which would be your only minion as it consumes any you play gaining stats until it becomes a hero card and cant attack enemy heroes but when it hits a minion it also hits one other random one to make up for it being your only minion, but the balancing of it would be dificult so idk
Kobolds are almost as bad as goblins, they gotta die (⌐■_■)–︻╦╤─
This is definitely a better version
At best you can set up some kind of two-turn kill, by playing 7 minions and destroying them to regain 10 mana the turn you use the hero power, however I think this card is unplayable as long as your hero power reads: destroys all your mana crystals. It’s way too slow and there would need to be a lot of re-ramping to get to your win condition.
The idea is that you would regain the mana from your minions, but that can be a huge bottleneck. All minions in your hand and deck become mana treants, so they are 2-mana 2-2’s right? You would need to play 5 of them and have them be able to attack right after hero power. You’d set them up the turn before, but opponent could kill them. Or not play anything that you can run them into.
You could probably set up some Ticking Aboms now that I think about it that you could coin naturalize to kill 6 mana treants you set up for 6 mana.
The concept is cool!! But the implementation is going to be pretty difficult especially when you have no minions left besides trees.
No none of the synergys work
yo
Thank you!! Sombody that realizes that this card isnt 10 mana win the game.
Isnt the whole point of custom hharthstone is cards that are cool and thought provoking. I want trump to review this.
yo
Eh, so why play this with all the other ridiculous things Druid can do at 10 mana? I mean, yes, OTK possibility with the right board and floop's glorious gloop, but at that point double savage roar + branching paths would probably have won the game against most classes. Aviana/Kun Shenanigans in wild are still popular. Hakkar OTKs is in Standard. Maly Druid is still a thing, and will probably continue to be a thing. Short of specific scenarios, there isn't a lot of need for a flat out win the game card when druid can play any one of those combos. So why play this at all? The memes? It's probably underpowered if anything considering Uther dk accomplishes something similar without crippling your ability to play the game.
I like it, except for the minion transformations. If you don't want any cheesing with the Hero Power Reductions, I'd just change the text on the Hero Power to "If you have 10 mana crystals, Destroy the Enemy Hero".
It's a very unique effect, but I think you are warping too many mechanics to fit this card in and balance it. As for power balance, unless it's exploitable, it is underwhelming, but any Instant Wins usually will be by design.
Nope i checked every card it is NOT exploitable, but you are right that hero power would be better
yo
another bullshit OTK deck which we don't need.
Dead but dreaming